x20 | x9 |
Upon entering the area, Save your progress at the nearby save station, then approach the woman and Help Her Up. After the conversation with
The Drive Gauge is not available for use in the Underworld, so Valor Form cannot be used here. However, you can use Magic to damage enemies; and striking the floating white wisps in the air will cause them to release MP orbs.
NEW HEARTLESS: Creeper Plant, Rabid Dog
Continue down the passageway, clearing out the Heartless as you descend. When you reach the bottom-most level, proceed through the passage to reach the Cave of the Dead: Inner Chamber. After the short cutscene, open the large treasure chest near the center pillar to acquire the Underworld Map. You can visit Mosh's Moogle Shop in this area to purchase the Comet Staff and Falling Star for Donald and Goofy, if you wish.
When you're ready to proceed, Save your progress at the nearby save station and travel through the narrow passageway into the Valley of the Dead. Continue upward along the path, fighting Heartless along the way, and pass through the doors at the highest point to reach Hades' Chamber. After the cutscenes, attempt to strike Hades with the Keyblade or magic attacks. After a while, another cutscene will play and
If you visited Beast's Castle before this world, now is a good opportunity to equip your newly-acquired Upper Slash ability - it will soon come in handy when fighting new enemies!
Escape from Hades |
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INFORMATION: Head for the exit! Descend through the Valley of the Dead and defeat the Heartless along the way to escape from Hades. You'll need to destroy all Heartless in the current area before the barrier releases and you're allowed to proceed further down the path. Here are a few tips for clearing the enemies in your way:
REWARD: None |
After escaping from Hades, Save your progress at the nearby save station and enter through the northern passageway to the Cave of the Dead: Passage. Travel up the passage, fighting Heartless along the way, until you reach the Cave of the Dead: Entrance. After the cutscene, Donald and Goofy will be removed from your party, leaving Sora and Auron to face off against a familiar foe.
You may find it helpful to unequip Auron's Auto Limit ability - this will prevent mishaps where you intend to use an enemy's Reaction Command and the limit is activated instead. You can also enter the Customize menu and adjust how often Auron uses his abilities that require MP.
Cerberus |
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HP: 440 DIFFICULTY: Cerberus always starts the fight by leaping towards you. You can avoid the shockwave with a well timed jump. Cerberus will pounce like this periodically throughout the fight. You’ll know when it’s about to happen when you see it lower itself and briefly wiggle its body from side to side. After pouncing, Cerberus often follows up with a stationary spin. If you’re knocked into the air, use Aerial Recovery to regain control, or use Retaliating Slash while locked on to quickly return with an airborne attack. Give Cerberus a bit of space to finish its spin. It will always spin 180 degrees, so if you jump toward its tail before it spins, you can immediately deal an air combo to one of its heads after it spins around. The spin can also be deflected with the Guard ability. Cerberus can also bite with each of its heads in sequence (from right-to-left OR left-to-right). The attack has a wide contact area, so it's best to move away until Cerberus starts to move again. If you’re knocked back, use Aerial Recovery or Retaliating Slash to quickly regain control. Rocks will randomly fall from the cave ceiling throughout the fight. They deal little damage if they hit you, and they can sometimes get in the way of your combos. As long as you stay on the move, you should avoid most of them. After depleting half of its first full health bar, the fight will move into phase two and Cerberus will introduce two new attacks. The first is a series of homing dark fireballs; these can track you pretty closely, making them tough to outrun sometimes. I found the most success in avoiding them by running at an angle towards Cerberus. You can also negate damage by using Guard at the right time. Its other new attack in phase two gives you an opportunity to perform a Reaction Command sequence. When you see its two outer heads move apart, move Sora directly in between them as they come together. As the commands become available, use Evade and Jump to avoid its bite attacks, then follow up with Dog Paddle to earn MP orbs and daze Cerberus for about five seconds. This is a great opportunity to deal damage or heal up if you need to. If you miss the commands for Evade or Jump, Sora will take some damage, but the Dog Paddle command will still become available at the end of the sequence. Using Auron’s Bushido limit is a great way to deal heavy damage while Cerberus is dazed. You can activate this from the Limit menu as long as Sora has MP available. When it's activated, use Shooting Star and Banishing Blade by alternating between the attack button and reaction command button, then use the Spiral command to deal a final combined attack. Don’t forget to use Cure magic or Potions if you find yourself in a pinch. Auron can use his Healing Water ability to heal you as well, as long as he has MP to spare. REWARD: Sora learns Counterguard | Auron MAX HP +40 |
After the fight with Cerberus, Donald and Goofy will rejoin your party. Ascend the stairs in the north part of the area to reach the Coliseum Gates. After the cutscene, approach the tall doors directly in front of you to briefly meet up with
Save at the nearby save station in the Coliseum Foyer, then travel through the north passage to continue. Approach
Phil's Training |
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INFORMATION: Break the pots and retrieve as many orbs as possible! Your goal in practice mode is to acquire 20 points within 90 seconds. When practice mode is cleared, your goal in maniac mode increases to 100 points within 90 seconds. Here are some tips to help you gather orbs quickly.
REWARD: Sora learns Aerial Dive |
After clearing Phil's training, Approach Hercules to inquire about the Olympus Stone. After the cutscene, Save your progress in the Coliseum Foyer and exit through the doors on the south wall. Return to the Underworld using the stairs on the opposite side of the area.
After speaking with Phil, the path leading southeast will no longer be blocked off (this will allow you to open the large chest nearby containing a Power Boost). Travel down this path and through the passage at its end to reach the Underworld Caverns: Entrance. Travel down the left side or jump forward below the fog line, then continue through the dark passage in the far corner. A short text conversation will play out before moving to the next area.
NEW HEARTLESS: Trick Ghost, Large Body
While in the Underworld Caverns, keep an eye out for falling rocks from above! They'll deal a little bit of damage if they hit you, but you should avoid most as long as you stay on the move.
Navigating in Underworld Caverns: The Lost Road without the map can be disorienting; but if you travel along the path by always hugging the wall on your right, you'll reach the passage leading into the next area (it will be marked off by two torches lit with blue flames). When you reach Underworld Caverns: Atrium, ascend the ramp on your left to move above the fog line, then approach the hooded figure across the way.
The Thief's Challenge |
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INFORMATION: Defeat 100 forms within 80 seconds! The hooded figure will summon copies that will float around the area; you must defeat 100 of them within 80 seconds. Here are some tips to help you clear the challenge quickly.
REWARD: Sora MAX HP +5 | Donald learns MP Rage | Goofy MAX HP +4 |
After clearing the challenge, Sora & co. will acquire Secret Ansem's Report 5 and the Olympus Stone; the latter allows you to utilize the Drive Gauge in the Underworld.
The thief will briefly appear again to explain more about the Absent Silhouettes; at this point, you are now able to interact with the Absent Silhouette in Cave of the Dead: Inner Chamber. Be warned: these absent silhouettes are challenging!
Walk forward and through the large doors to reach The Lock. Open the large chest along the wall on the right to acquire the Caverns Map and Save your progress at the nearby save station. When you are ready to proceed, approach Megara and select Go To The Rescue and enter into the light in the center of the room to continue.
Pete |
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HP: 264 DIFFICULTY: Sora must protect Megara for sixty (60) seconds during the first part of this encounter; if Megara's DAMAGE gauge is completely filled, it's game over. The eight Hook Bats pose the greatest threat to Meg near the start of the fight - strike them once and use the Bat Cry reaction command to damage all nearby enemies. When the last Hook Bat is defeated, Pete may summon three Soldiers. Use the Cyclone reaction command (when available) to quickly defeat them. Pete will use several attacks depending on how far away he is from Sora. His rolling ball can track Sora and daze him if it makes contact. Use Guard at the right time to send it back at Pete for damage. Pete will sometimes back up quickly and throw out small orbs that explode; wait until the orbs are gone before approaching to attack. Pete is vulnerable to stagger when he jumps into the air and in between his attacks. He will typically take damage from about six hits before he retaliates: Pete will yell "get outta my way!" and throw punches in front of him; keep your distance and time your jump to avoid Pete's shockwave, then move in to deal another combo. When Pete puts up a barrier around him, he will become invulnerable and restore a small portion of his HP; striking the barrier while it's active will push Pete back - wait until Pete's feet are back on the ground before attacking. After one minute has elapsed, a short cutscene will play; Megara will escape to safety and Hercules will join the fight. In the second half of the fight, Sora & co. must deplete Pete's HP within 90 seconds. The fight will begin with Pete alongside four Hook Bats and two Trick Ghosts. Focus on the Hook Bats and use the Bat Cry reaction command to damage all nearby enemies. This is a good opportunity to use Valor Form to strike enemies quickly. Rocks will start falling from the cave ceiling in this half of the fight. As long as you stay on the move, you should be safe from most of them. Pete can summon additional Hook Bats and Trick Ghosts after all Heartless are defeated. Pete will use the same attacks from the first half of the fight, with one addition: after half of his HP is depleted, Pete can summon and drop a large rock above Sora. While the rock is floating, you can approach Hercules and use the Aura Guard reaction command to protect yourself from damage. If Pete puts up his barrier, you can approach him and use the new Pinball reaction command to break his barrier and stagger him. REWARD: Sora learns Trinity Limit | Donald MAX HP +3 | Goofy learns Hyper Healing |
After defeating Pete, a text cutscene will play and Sora & co. will be moved to the entrance of the Underworld. The path to the Underworld Caverns will become inaccessible at this time. Save your progress at the nearby save station. When you're ready to proceed, climb the stairs to return to the Coliseum.
Hydra |
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HP: 176 DIFFICULTY: You’ll always see the tail swipe at the start of this fight; it can be avoided with a well timed jump, and you’ll need to jump again as the tail swipes back in the other direction. When it rears back and blue fire appears in front of it, that means it’s about to summon seven flame pillars, with each appearing at Sora’s current position about every two seconds. Stay on the move to avoid taking damage from them. The Hydra will lower its head while these flame pillars appear. Try to attack it with air combos while keeping track of when the next flame pillar will pop up. If you can get the timing right, you can land a full three hit combo in the air and drop down as the flame pillar appears above you, then repeat this process. When the Hydra summons dark orbs, they’ll pop out of the ground and track the nearest party member. Their tracking ability isn’t super precise, so as long as you stay on the move, you should be able to avoid most of them. The Hydra can use its tail swipe attack while the flame pillars or dark orbs are active, so keep an eye out for when to jump. When about fifteen percent of the first full HP bar is depleted, the Hydra will become dazed for about 10 seconds. Move in front of it and use the Vanquish command to move into the second phase of the fight. If you don’t manage to use Vanquish in time, the Hydra will regain its HP and phase one will continue. In the second phase, the Hydra will grow three heads that emerge from the ground. Your goal is to vanquish all three heads before the Hydra can grow another to replace them. Distance yourself or use Guard with the right timing to avoid the heads' bite attack. When you deplete the HP for one of the heads, the Vanquish command will become available. After using Vanquish, you have about 15 seconds to defeat the remaining heads before the Hydra grows another one. Instead of attacking one head at a time, you can team up with Phil to daze them all at once. Move to the Hydra’s tail and then use your jump to GET UP ON THE HYDRA’S BACK! When you’re on the center of its back, activate the Phil One-Two command; and when Phil throws the urn toward Sora, press the reaction command button again to use the Urninator follow-up command. This will keep all of the Hydra’s heads dazed for about 15 seconds, giving you a great opportunity to deplete their HP and use the Vanquish command. I prefer to perform a short jump and strike with complete air combos; this is a bit faster than dealing damage with ground combos. After using Vanquish on one of the dazed heads, you’ll have about 12 seconds to Vanquish the next one, and another 12 seconds to Vanquish the final head. If you don’t manage to Vanquish all three before they wake up, the Hydra will start growing its heads back. You can use the Phil One-Two and Urninator combo to daze them again if you need to. Just after you activate Vanquish for the first time at the start of phase two, you can move Sora as he falls so that he lands directly on top of the Hydra for easy access to this reaction command. If your Drive gauge is full, you can activate Valor Form to approach and attack the Hydra’s heads more quickly. The Vanquish command always moves you forward from your current position. Try to position Sora so that he’s as close as possible to the next head at the end of using the Vanquish command. This will prevent you from having to run farther to the next head after using the command. When all three heads are vanquished, the fight will move into phase three and the Hydra will re-emerge with seven heads. All of the Hydra’s phase one attacks return in phase three, along with two new attacks that can usually be avoided by staying along the back wall of the coliseum. I recommend returning to this safe zone whenever you need to heal or use an item. You’ll still need to stay on the move to avoid the blue flame pillars and dark orbs that track you, but try to navigate within this safe zone so that you don’t have to worry about the Hydra’s physical attacks. When the Hydra starts biting with all of its heads at once, move to the safe zone and look for a chance to activate the Pegasus Run reaction command. As you fly around on Pegasus, use the Attack command to damage each of the Hydra’s heads. If you aren’t able to activate the Pegasus Run command in time, the Hydra will follow up with a staggered head-bash attack that can be avoided by staying in the safe zone. Strike with complete air combos when the Hydra lowers its heads in between attacks; you might still need to keep an eye out for incoming flame pillars or dark orbs. If the Hydra lowers its head in the center, focus your attacks on that one since it won’t move around much. If the Hydra only lowers its outer heads, don’t spend time chasing around one head to get close. Instead, stay in the center of the area to deal damage to the head that’s nearest you. And when that head moves away, switch to attacking the other head that should move toward you at that time. The Trinity Limit ability can be used to drastically cut down the Hydra’s HP in this phase if you manage to make contact with its attacks; check out our tutorial video for this fight to learn how to execute Trinity Limit. If your HP is low and items are scarce, you can run to Meg on either side of the coliseum and pick up the HP and drive orbs that she throws out to you. If you do have items available, try moving the safe move near the back of the coliseum before using them. And if your Drive gauge is full, keep in mind that activating Valor Form will restore Sora’s HP and MP. When the Hydra’s HP is fully depleted, use the reaction command to Vanquish it once and for all. REWARD: Sora acquires Thunder Element, MAX HP +5 | Donald gains Armor Slot | Goofy MAX HP +5 |
After defeating the Hydra, Sora will open a new pathway with the Keyblade and receive the Hero's Crest keychain. After several cutscenes, 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. You should now have access to Land at Disney Castle.