Twilight Town
x22 x1

After several cutscenes, you will gain control of Sora, and Donald & Goofy will be added to your party. Jiminy's Journal is now accessible via the main menu going forward; it includes lists of treasures and maps available in each world, along with summaries of the story so far and hints on what to do next.

All of Roxas's abilities and munny have been passed on to Sora. If Donald or Goofy have learned any abilities, they will automatically be equipped if enough AP is available.

Meeting Old Friends

When you've finished reviewing the journal and familiarizing yourself with Donald & Goofy's settings/abilities, head into the Woods area to proceed. After the short cutscene, save your progress and exit the Usual Spot. If you travel to the Sandlot, there's an optional cutscene with Seifer and the Struggle tournament promoter.

Head to Market Street: Station Heights and travel uphill to reach Station Plaza. Creatures will surround Sora & co. - attack enemies with complete ground combos, then move away to avoid incoming attacks. The Reversal reaction command is not available during this fight.

NEW NOBODIES: Dusk, Creeper

This fight will end when Sora's HP falls to critical level (< 30%) or 90 seconds have passed. King Mickey will come to the rescue and give Sora a Munny Pouch with 5000 Munny, a Crystal Orb, and Secret Ansem's Report 2.

All Aboard the Train

After another cutscene, you'll be able to explore Central Station. Open the three treasure chests here if you wish, then Save your progress at the nearby save station. When you're ready to proceed, Talk to Donald and select "Get on." to board the train.

While your Munny is limited at this point in the journey, you can visit Bigg's Armor Shop and Jessie's Accessory Shop in Tram Common, or Wallace's Weapon Shop and Wantz's Item Shop in Station Heights to stock up on any desired items.

Ascend The Mysterious Tower

Approach the tower steps to encounter Pete - he'll summon his "Heartless squad" to surround the party. Defeat the lesser Shadows that appear around you by using complete ground combos. After clearing out the Heartless, a short cutscene will play and Sora will enter the tower.

NEW HEARTLESS: Shadow, Soldier

While in the Entryway, open the treasure chests, save your progress at the nearby save station, and head up the stairwell to proceed.

As you climb the Wayward Stairs, you'll encounter several groups of Shadows and Soldiers. Use complete ground combos to deal damage to nearby enemies, and keep an eye out for the Cyclone reaction command that you can use when Soldiers are about to attack with their spin strike. Clear the Heartless in the Star Room and Moon Room, then continue up the stairs to reach the Sorcerer's Loft.

Meeting the King's Teacher

Sora & co. meet Master Yen Sid; he's provides instruction to Sora, Donald, and Goofy regarding their upcoming journey. Read The Book on the table and study each section as you please, then open the large chest near the wall to receive the Tower Map. Save your progress at the nearby save station if you like, then Talk to Yen Sid and choose "Actually..." to proceed; he will inform you of the Enemies you will encounter.

If you wish to earn more EXP before proceeding, you can backtrack down the Wayward Stairs to fight the Shadows and Soldiers that appear.

New Duds for Sora

Go through the large green door on Yen Sid's left to reach the Wardrobe. Talk to Flora (the fairy in red) and select the "Please!" option to proceed. After the cutscene, Sora will receive the Star Seeker keychain and gain access to Valor Form.

The Drive command has been added. The gauge on the lower right is consumed for transforming into Drive Forms. Drive Forms absorb party members’ strength; party members disappear while transformed.

A New Adventure

Return to the Sorcerer's Loft when you're ready to proceed. Sora will acquire his first Awakening Puzzle Piece, and Master Yen Sid will provide final instructions regarding travel between worlds. Use the left analog stick to navigate the Gummi Ship to the world below Twilight Town and choose to Land there.

Twilight Town
x22 x6

After the cutscene, Sora and company will start in Tram Common. Enter the Sandlot through the passage in the southeast corner of Tram Common (you can also reach the Sandlot from the passages in Market Street and the Back Alley).

NEW NOBODIES: Berserker

You can take on odd jobs around town at this time by selecting Apply For Work from the job boards in Market Street and Tram Common. Complete each of these jobs in a certain way to clear the Missions in Jiminy's Journal.

Sandlot Skirmish

Sandlot Skirmish

INFORMATION:   Defeat all of the Nobodies!

You must defeat several waves of Nobodies in order to proceed. Here are a few tips for clearing the enemies in your way:

  • The first wave of enemies consists of four Dusks. You can alternate between hits up close and using the Reversal reaction command to continually disorient them, allowing you to deal hits with limited risk of counterattacks.
  • The second wave consists of three Dusks and a new type of Nobody called a Berserker. Berserkers are very heavy hitters; the best way to deal with them is to land a combo finisher as quickly as possible - this will force them to drop their weapon, which you can pick up by using the Berserk reaction command.
  • After picking up a Berserker's weapon, move close to nearby enemies and look for the Eclipse command. Use this command repeatedly until it changes to Magna Storm. This reaction command combo does great damage to enemies caught in the attack.

REWARD:  Seifer's Trophy

An Oath to Return

After clearing out the Nobodies, head to Market Street: Station Heights through the Sandlot's northwest passage. Travel up the ramp heading north until you reach Station Plaza. After the cutscene, Sora will acquire the Oathkeeper keychain and Limit Form. A new story episode will now be available for Hollow Bastion. Approach the world via the world map and Land there to continue the story.

Twilight Town

After completing Twilight Town's second visit, you can return to the sandlot to participate in Struggle. To take on a Struggle opponent, Examine the sign near the northwest passage to Market Street. Hayner will be the only available opponent at first; you will gain access to your next opponent after winning against each available opponent 10 times.

JUMP TO: Hayner Setzer Seifer

It's strongly recommended to acquire the Draw Ring from the second torn page in the Hundred Acre Wood and equip it to Sora; this will allow you to pick up Struggle orbs from farther away.

Struggle Match: Hayner

Struggle Match: Hayner

HP: 640      EXP: 0      DIFFICULTY:

If you are quick enough, you can stagger Hayner at the very start of the match by attacking immediately. Use the Finishing Leap ability at the end of your ground combo to send Hayner flying into the air, then quickly strike with air combos. Air combo finishers will cause Hayner to drop many orbs (and Hayner will not retaliate while staggered in mid-air).

Hayner has two attacks at ground level. He will often attack with two swings from up close; if Sora is struck by the first swing, the second swing will send him flying and cause him to stagger. However, you can Guard against Hayner’s first swing to leave him open to a combo.

Hayner’s other ground level attack is a forward lunge that covers some distance; this is easily avoided by staying to his sides, or you can Guard to stagger Hayner. If he takes enough hits at ground level, Hayner may retaliate with a swing, so be on the lookout for this.

Always strike from the ground; air combo finishers cause Hayner to recover more quickly, leaving you open to attack. You can Guard against Hayner's attacks, but he recovers quickly; it's better to side-step to avoid his attacks to take advantage of longer openings.

MISSION:  Win by a margin of 100 or more points

Struggle Match: Setzer

Struggle Match: Setzer

HP: 320      EXP: 0      DIFFICULTY:

You can stagger Setzer at the very start of the match by attacking immediately. Use the Finishing Leap ability at the end of your ground combo to send Setzer flying into the air, then quickly strike with air combos. Air combo finishers will cause Setzer to drop many orbs (and he will not retaliate while staggered in mid-air).

Setzer likes to close the distance and strike with a single swing up close. This swing can be deflected with Guard, leaving him open to damage. When he puts up a guard with his bat out in front, you can stagger him out of it with the Flash Step ability (or by attacking from around his back). If you attack the bat head-on, it may cause Setzer to immediately counterattack with an uppercut slash that can send Sora flying.

When Setzer has fewer than 50 orbs, landing Sora's combo finisher will cause him to retaliate with a whirling mid-air spin attack; you can Guard this or move to the sides to avoid it. If you move too far away from him, Setzer may close the distance with a four-part lunge attack - deflecting this attack with Guard will leave him wide open to attacks.

MISSION:  Win with 150 or more points

Struggle Match: Seifer

Struggle Match: Seifer

HP: 192      EXP: 0      DIFFICULTY:

Seifer likes to start by approaching you slowly with his Struggle bat out in front. Using Flash Step in front of him will break his guard and leave him open to damage from a combo. Attacking his bat directly without Flash Step while he’s in this stance will cause him to stagger and leave him open as well, but you’ll need to follow through quickly with additional attacks.

Seifer cannot be sent into the air with abilities like Finishing Leap or Upper Slash; he will remain on the ground for the duration of any dealt combo. Seifer may remain in place with his Struggle bat out in front for a short while; he’s open to stagger from behind - run around to get behind him and attack from there. If Seifer reaches Sora after his slow approach, he will attack with a downward strike with a slow build-up; use Guard or a well-timed attack to deflect his, then follow up with a complete combo.

If Seifer tries to close the distance with Sora quickly, he will follow up with a powerful spinning attack that sends Sora flying. Seifer may also use this spinning attack when he recovers from stagger during an incomplete combo, or immediately after taking five consecutive hits while staggered. If Sora is sent flying into the air from this attack, use Aerial Recovery to regain your footing quickly.

If there’s some distance between Sora and Seifer, he may jump into the air, then dive down and forward towards you; move to the sides to avoid it, or Guard with the right timing to deflect. Standing directly under Seifer while he uses this diving attack will likely result in Sora taking damage.

MISSION:  Win with 200 points