~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Hearts 3D: Dream Drop Distance
Platform: Nintendo 3DS
Critical Mode Level 1 Challenge Guide
Version: 1.01
Latest update: September 3, 2013
Author: Steven Dimitriadis (Silent-Sword)
E-mail:
[email protected]
Table of Contents
------------------------------------
1. Introduction [CM1]
2. General Tips [CM2]
3. Spirits [CM3]
4. Commands [CM4]
5. Abilities [CM5]
6. Spirit Buffs [CM6]
7. Beginning Preparation [CM7]
8. Boss Strategies [CM8]
9. Version History [CM9]
10. Credits [CM10]
###############################################################################
1. Introduction [CM1]
###############################################################################
Hello, everyone! This is my first guide and I hope it can be of use to anyone
who wants to try the Critical Mode Level 1 Challenge in Kingdom Hearts 3D:
Dream Drop Distance. Here you will find everything you need to know when
preparing for this challenge, as well as strategies for every boss in the game
including the superboss!
I decided to write this guide in order to bring all my findings and strategies
together, as I couldn't find any other complete source of information.
In case you find anything that needs to be corrected or if you have anything
else to add to the guide, feel free to e-mail me at
[email protected]
and I will give you the proper credit.
This guide can also prove useful for someone who plays the game normally.
In particular, the General Tips section [CM2] contains various hints and
information about the game. The guide contains spoilers only because it
mentions boss names and world names.
Staying at level 1 is possible by equipping the EXP Zero ability. EXP Zero is
immediately available after starting the game in Proud Mode or Critical Mode.
Sora and Riku won't gain any EXP, but your Spirits will.
###############################################################################
2. General Tips [CM2]
###############################################################################
In this section I provide some general information that will help you during
the Critical Mode Level 1 Challenge. Most of them are not specific to this
challenge though and are also helpful for a normal run through the game.
Dealing with normal enemies
---------------------------
You will want to fight normal enemies in order to level up your Spirits or to
accumulate DP. Zero Graviza makes most enemies harmless, while Mega Flare can
severely damage many enemies at once. You should also use Vanish to protect
yourself from their attacks.
Quick munny farming
-------------------
You can farm a lot of munny quickly by exploiting the rare Spirits you get from
the AR cards. You can let them die in battle so that you can collect the
Dream Pieces they drop. Selling those Dream Pieces nets you 1000 munny a piece.
Afterwards you can re-scan your AR card to get the lost Spirit back. Repeat the
process to amass as much munny as you need. Using Vanish will make the enemies
target the Spirits easily.
Easy Spirit links
-----------------
You can dismiss a Spirit link immediately after activating it and it will still
count as having used a link. The Spirit's link gauge will be almost full after
that, so it's easy to repeat the process as many times as needed to pass
through a Spirit's link checkpoint. Press L + R + the respective Spirit button
to dismiss the link. Remember that you must have reached the Link checkpoint in
the Spirit's ability board for the links to count.
Choice of keyblade
------------------
Since you will most likely rely only on magic commands, you should equip
keyblades which have a high Magic stat. In the end of the game the keyblades
with the highest Magic stat are:
- Counterpoint - 14 Magic
- Divewing - 15 Magic
- End of Pain - 16 Magic
- Ultima Weapon - 16 Magic
Counterpoint is acquired after completing Symphony of Sorcery.
Divewing is a reward for completing all of a character's Dives with an A rank.
End of Pain is a reward for completing all of a character's special portals.
Ultima Weapon is acquired after defeating Julius. (Congrats if you get this!)
Dropping and Drop bonuses
-------------------------
You can control the timing of the drops by using Drop-Me-Nots. Always make sure
your drop gauge is full before going to a boss battle.
By accumulating enough DP, you can get useful Drop bonuses.
- Drop Decelerator can help you a lot in boss battles. With a low drop rate
you will rarely need to bring Drop-Me-Nots with you.
- Spirit Auto-Life is a good and cheap bonus.
- Attack, Magic and Defense Gain still make a difference even though you are at
level 1. It's a good idea to have them when fighting bosses.
Temporary invincibility for Sora
--------------------------------
You can get temporary invincibility by using Sora's Spirit links. I never used
them, but they can prove useful. You can dismiss the link any time you want
by pressing L + R + the respective Spirit button.
Special portals and Julius
--------------------------
Sora's 6th special portal and Riku's 1st special portal in Traverse Town are
located in the Fountain Plaza. If you did not complete them before beating the
game, you will have to defeat Julius to be able to access them. Complete them
before beating the game, if you want to use the End of Pain keyblade against
Julius. A world's 6th special portal appears only after completing the first
five special portals of that world.
No Drop gauge for Riku in the endgame
--------------------------------------
Riku can fight all his rematch boss battles plus Julius without having the
Drop gauge. Just defeat Xemnas. However, you will have to defeat Young Xehanort
and Armored Ventus Nightmare again in order to switch back to Sora.
The Portal Drop Glitch
----------------------
This glitch occurs at the end of the game. When you complete the game and save,
you automatically switch to Sora. However, the game does not register a drop
and so the forecast that Riku had gets transferred to Sora. As a result,
the three forecasts that can be seen in the lower screen are applied to Sora -
Riku - Sora instead of Riku - Sora - Riku. You won't be able to find any
special portals during these three forecasts. The glitch does not cause any
harm, just don't activate any portal and drop three times to go back to normal.
Light Cycle minigame
--------------------
This minigame can be a big pain in a Critical difficulty game. The ribbon
is more damaging than the laser guns, so try to hit as many enemies as possible
with it. Also, switching between the two weapons provides a short boost of
speed which comes in handy. Try to preserve your HP while fighting the normal
enemies. Against the boss, damage him with the ribbon while he is behind you,
but remember to get to the side in time so that he won't hit you when he comes
to the front. Jump to avoid his ground attacks and use the laser guns to
damage him as fast as possible.
Helpful notes
-------------
- The Water Boost ability does not increase the damage of the Balloon spells.
I tested this and found that the damage is the same with or without it.
- The HP Boost ability does not affect your HP in Dive mode. This has also
been verified.
- Beating the game on Critical Mode does not unlock the trophy for completing
it on Proud Mode (Badge of Pride).
- The 6th special portal of a world appears only after completing the first
five special portals of that world.
Some good web resources
-----------------------
1) Dream Eater FAQ on GameFAQs by dozingdevil
www.gamefaqs.com/3ds/997779-kingdom-hearts-3d-dream-drop-distance/faqs/64749
2) Efficient star rank Spirit creation thread on GameFAQs board by Mikey_R
www.gamefaqs.com/boards/997779-kingdom-hearts-3d-dream-drop-distance/63989167
3) Spirit Ability Board illustrations and more info on www.destinyislands.com
www.destinyislands.com/kh-3d/spirits/
4) Treasure chest guide on kh13.com
kh13.com/guides/kingdom-hearts-3d-treasure-chest-guide/
5) Special Link Portal FAQ on GameFAQs by Rebel_Dante
www.gamefaqs.com/3ds/997779-kingdom-hearts-3d-dream-drop-distance/faqs/64741
###############################################################################
3. Spirits [CM3]
###############################################################################
First of all, before starting your Critical Mode Level 1 file, I advise
you to take the time and create star-ranked Spirits in your previous file in
order to import them. At least the ones you plan to use in your party should be
star-ranked. This way they will have higher stats and will also provide better
assistance in battle.
You should also create the necessary Spirits so that you can acquire all
abilities and commands you will need. Check the Commands [CM4] and Abilities
[CM5] sections to find the ones most useful for this challenge and the Spirits
to get them from.
The Spirits you use in your party are very important. I suggest you make your
choice considering both the stat abilities they provide and their moves in
battle. Some of the most useful Spirits for this challenge are listed below.
1) Majik Lapin
--------------
Disposition: Spark Jokey (or Accomplice)
Majik Lapin is one of the best Spirits you can have in this challenge. He
provides 5 Magic Hastes and 3 Magic Boosts which are invaluable, since you
will use almost exclusively magic commands. Stop Block is also nice to have.
But that's not all. In battle he is able to cast a lot of enhancing buffs which
provide a big help. While in the Accomplice disposition, he can cast a great
number of buffs. However, I prefer to keep him in the Spark Jokey disposition,
since it has fewer attacks; that way he will use Spirit Roar, Curaga and Haste
more often. Auto-Life can also prove useful. Check the Spirit Buffs section
[CM6] for more information on the buffs.
2) Lord Kyroo
-------------
Disposition: Populist (or Empiricist)
Lord Kyroo is another very good Spirit. The best thing he has going for him
is his access to almost all buffs in battle (while in Empiricist disposition).
In the Populist disposition he can still use many buffs, but they are fewer
compared to the Empiricist, thus there is an increased chance of him using
Spirit Roar and Curaga.
He also provides one each of HP Boost, Attack Boost, Magic Boost (redundant
if you also use Majik Lapin) and Defense Boost, as well as 2 Cure Boosts and
Defender.
3) Ryu Dragon
-------------
Ryu Dragon is a good Spirit to use in the third slot, as he possesses some good
stat abilities. He provides two each of Attack Boost, Magic Boost (redundant
with Majik Lapin), Defense Boost and Fire Boost, as well as one HP Boost and
Reload Boost. Fire Boost works well with Firaga Burst and Mega Flare, both of
which can be acquired from Ryu Dragon.
4) R&R Seal
-----------
R&R Seal can also be used in the third slot. The main reason for using him
is the 5 HP Boosts. The status resistances he provides (Mini, Confusion, Bind,
Poison, Slow) are not bad either.
5) Zolephant
------------
Another very good candidate for the third slot. He gives 5 HP Boosts,
2 Defense Boosts and a Cure Boost.
6) Yoggy Ram
------------
Disposition: Trailblazer
Yoggy Ram has very few attacks in battle and Spirit Roar is one of them.
Use him in boss battles where you absolutely need Spirit Roar to be cast
often.
He provides one HP Boost, 2 Defense Boosts, one Fire Boost, Bind Block and
5 Fire Screens. When paired with Ryu Dragon you will have 3 Fire Boosts
in total which are good with Firaga Burst and Mega Flare. The Fire Screens
can help in some boss battles, such as Wargoyle and Char Clawbster.
7) Sir Kyroo
------------
Disposition: Guardian (or Paladin)
Sir Kyroo is just a weaker version of Lord Kyroo. He has Spirit Roar, but he
does not have Haste and he has Cura instead of Curaga. His stat abilities
are similar to the ones Lord Kyroo possesses. I think it's a better idea to
use Lord Kyroo instead.
Most of the time my party consisted of Majik Lapin and Lord Kyroo with Ryu
Dragon in the third slot. Sometimes I would swap Ryu Dragon with R&R Seal,
if I felt that I needed more HP or status resistances. For a few boss fights
I used Yoggy Ram instead of Lord Kyroo because I wanted Spirit Roar to be cast
more often.
###############################################################################
4. Commands [CM4]
###############################################################################
In this section you will find the most useful commands (in my opinion) for this
challenge, as well as the ways to obtain each one of them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Curaga
Spirits: Aura Lion (Lv 1), Electricorn (Lv 1),
Meow Wow (Lv 25), Meowjesty (Lv 25)
Treasure: The World That Never Was (Riku)
Buy: Yes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cura
Spirits: Chef Kyroo (Lv 1), Meow Wow (Lv 10), Meowjesty (Lv 10)
Treasure: No
Buy: Yes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vanish
Spirits: Ghostabocky (Lv 1)
Treasure: No
Buy: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Balloon
Spirits: Jestabocky (Lv 1), Tama Sheep (Lv 1)
Treasure: Traverse Town (Sora)
Buy: Yes (sale day)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Balloonra
Spirits: Juggle Pup (Lv 1), Jestabocky (Lv 15)
Treasure: The Grid (Sora)
Buy: Yes (sale day)
Other: Complete the Dive in Prankster's Paradise with a rank of A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Balloonga
Spirits: R&R Seal (Lv 1), Juggle Pup (Lv 20)
Treasure: No
Buy: No
Other: Buy from the Flick Rush Medal Shop
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Firaga Burst
Spirits: Majik Lapin (Lv 30), Ryu Dragon (Lv 30),
Tyranto Rex (Lv 25), Eaglider (Lv 30)
Treasure: No
Buy: No
Other: Buy from the Flick Rush Medal Shop
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zero Graviza
Spirits: Majik Lapin (Lv 1)
Treasure: Symphony of Sorcery (Riku)
Buy: Yes (sale day)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zero Graviga
Spirits: Kab Kannon (Lv 10), Fin Fatale (Lv 25), Fishbone (Lv 25)
Treasure: No
Buy: Yes
Other: Complete the Dive in Country of the Musketeers with a rank of A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mega Flare
Spirits: Ryu Dragon (Lv 1), Tyranto Rex (Lv 30)
Treasure: No
Buy: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Poison
Spirits: Toximander (Lv 1), Woeflower (Lv 1)
Treasure: No
Buy: Yes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Action Commands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dark Barrier
Spirits: Majik Lapin (Lv 1), Me Me Bunny (Lv 1)
Treasure: No
Buy: No
Other: Drop bonus late in the game,
Buy from the Flick Rush Medal Shop
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Superglide
Spirits: Ryu Dragon (Lv 1)
Treasure: No
Buy: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dark Roll
Spirits: No
Treasure: No
Buy: No
Other: Drop bonus late in the game,
Buy from the Flick Rush Medal Shop
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Doubleflight
Spirits: No
Treasure: The World That Never Was (Riku)
Buy: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wake-Up Block
Spirits: No
Treasure: No
Buy: Yes
Other: Drop bonus
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Aerial Recovery
Spirits: No
Treasure: No
Buy: Yes
Other: Drop bonus
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Counter Rush
Spirits: No
Treasure: The Grid (Sora)
Buy: No
###############################################################################
5. Abilities [CM5]
###############################################################################
You can acquire all Support and Spirit Abilities immediately after starting
the game, as long as you have imported the necessary Spirits from your previous
file. I think all of them are useful, with the exception of EXP Boost and
EXP Walker for obvious reasons. I don't like Combo Master, but that's up
to you. At the very least you have to get Once More, Second Chance and
Leaf Bracer, if you want to stand a chance in this challenge.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Support Abilities
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once More
Max units: 1
Spirits: Tyranto Rex, Drak Quack, Flowbermeow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Second Chance
Max units: 1
Spirits: R&R Seal, Aura Lion, Escarglow, Meowjesty, Zolephant
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Leaf Bracer
Max units: 1
Spirits: Aura Lion, Juggle Pup, Meow Wow, Electricorn, Fishbone
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combo Plus
Max units: 3
Spirits: Ryu Dragon, Sir Kyroo, Pricklemane, Me Me Bunny,
Kooma Panda, Staggerceps
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Air Combo Plus
Max units: 3
Spirits: Chef Kyroo, Halbird, Eaglider, Pegaslick
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Treasure Magnet
Max units: 5
Spirits: Yoggy Ram, Jestabocky, Ghostabocky, Toximander, Cyber Yog,
Drak Quack, Ducky Goose, Woeflower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Damage Syphon
Max units: 1
Spirits: Ducky Goose, Ursa Circus, Thunderaffe
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combo Master
Max units: 1
Spirits: Lord Kyroo, Ryu Dragon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spirit Abilities
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Support Boost
Max units: 5
Spirits: Necho Cat, Frootz Cat, Ducky Goose, Peepsta Hoo,
Electricorn, Fin Fatale, Tama Sheep, Tatsu Blaze
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Waking Dream
Max units: 1
Spirits: Komory Bat
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Link Critical
Max units: 1
Spirits: Meow Wow
###############################################################################
6. Spirit Buffs [CM6]
###############################################################################
In battle your Spirits are able to cast several enhancing buffs to aid you.
They will be cast randomly based on each Spirit's repertoire. You will notice
the name of the buff pop up over Sora/Riku's portrait. All buffs have a
limited duration. The Support Boost ability increases the duration of
these buffs.
Spirit Roar
-----------
This is by far the most useful buff. It greatly increases the damage you
inflict with all of your attacks. With Spirit Roar boss battles end much
faster. It also helps take out groups of enemies easier with Mega Flare.
This buff makes this whole challenge much more manageable.
Haste
-----
This is another good buff. It decreases the recharge time of your commands
and also makes your physical attacks execute faster.
Auto-Life
---------
If your HP falls to zero while under Auto-Life, you will be automatically
revived and continue the battle. You should not rely on Auto-Life, seeing as
it can wear off before you even notice.
Combo Assist
------------
I believe this increases the damage inflicted by your physical attack combos.
This does not help much in this challenge, since at level 1 your physical
attacks inflict minimal damage.
Protect
-------
Increases your resistance to your opponents' physical attacks. It seems that
your Spirits usually cast this when you are low on HP (after getting damaged).
Shell
-----
Increases your resistance to your opponents' magical attacks. Like Protect,
it seems that this is usually cast when you are low on HP.
Drain
-----
I think this makes you restore your HP with every hit you land on your
opponent. I did not find any use for this buff.
Regen
-----
Gradually restores your HP. You should just use a Cura or Curaga command
instead of waiting for this.
###############################################################################
7. Beginning Preparation [CM7]
###############################################################################
Load your previous save file to import your Spirits. Keep in mind that beating
the game in Critical Mode does not unlock the Badge of Pride trophy. That means
that you'll have to overwrite a save file at least once if you want to get all
trophies. What I did was keep my Normal Mode file in the first slot, then
start a Proud Mode file and save it in the second slot and, after completing
it, start Critical Mode, load the Proud Mode file and save in the second slot,
overwriting the Proud Mode file.
Defeating Ursula should not be a problem. Afterwards you will be in Traverse
Town and you won't have a Drop gauge for a while. Don't forget to turn on the
EXP Zero ability.
You should make use of the time without the Drop gauge and farm some munny
using the AR card Spirits. Check the General Tips section [CM2] for details.
What I did was have Frootz Cat die over and over and collect the Charming
Fantasy she drops. About 10 of them should be adequate. You can get more later
if you need anyway.
You can use the munny to buy Water Barrels to train your Spirits for Link
Points, enabling you to acquire all abilities and a great number of useful
commands right away. You'll have to advance the story a little before the
Moogle Shop becomes available. According to my ending report, I used 108
Water Barrels during the main game plus some more in the postgame.
Check the Commands [CM4] and Abilities [CM5] sections to determine the Spirits
you'll need to train to get everything you want. When you're done, select your
regular Spirit team (check the Spirits section [CM3] for suggestions) and
move on. It's a good idea to defeat some enemies to level up your Spirits.
Zero Graviza, Mega Flare and Vanish should help you in that regard.
###############################################################################
8. Boss Strategies [CM8]
###############################################################################
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SORA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================================
Hockomonkey (Sora)
===============================================================================
The story fight is easy. Block his attacks whenever possible and use Balloonga
and Balloon to attack. Balloonra is riskier, since it can leave you uncovered.
Of course stop attacking and heal if you run low on HP. If you stand on the
glass ceiling, he can break it and drag you down to the garden. This is not
much of a problem and you should continue using the same tactics.
The rematch fight can be hard, since he causes much more damage and he has a
lot of HP. Fortunately, you can abuse a little trick to win with minimal
effort. After he breaks the glass ceiling and sends you down, position yourself
in the lowest south end of the map. You should be inside the first row of the
yellow squares on the map. He won't be able to reach you there, except with
one kick attack, so you can safely bombard him with Balloongas and Firaga
Bursts.
===============================================================================
Wargoyle (Sora)
===============================================================================
The story fight is not that tough. Vanish works against him and Balloon spells
do good damage. Avoid his long range fire attacks and block his charging fire
attack.
The rematch fight, on the other hand, is very hard. Vanish still works, but he
can kill your Spirits almost immediately with his immense damage. You'll have
to heal all the time while keeping up your attacking. Towards the end of the
fight, I kept running around to rescue my Spirits. Firaga Burst was my source
of damage, though Balloonga and Balloon might be a better choice against him.
===============================================================================
Rinzler
===============================================================================
Vanish makes this battle a piece of cake. You can keep attacking even while you
are upside-down, since he won't target you at all. Dodge-roll away when he
jumps at you after the upside-down phase. Heal when your Spirits get low on HP.
The rematch fight is a little harder due to his high damage, but still easy.
You may need to rescue your Spirits a few times. Firaga Burst is recommended.
===============================================================================
Chill Clawbster
===============================================================================
This battle can take a while, because he flies around a lot. Try to avoid
getting squashed under him and superglide towards him when he goes away. Use
Balloon family spells as usual. For me the story fight ended pretty quickly
because the Reality Shift option came up before I had depleted all his health.
There is no Reality Shift in the rematch fight, so you'll have to deplete all
of his HP. Firaga Burst provides good damage and Spirit Roar can speed up the
process significantly. Just be careful and don't neglect your healing.
===============================================================================
Hockomonkey, Wargoyle and Char Clawbster (Traverse Town)
===============================================================================
Believe it or not, this battle is not as tough as it seems. Hockomonkey
falls to the standard blocking, healing and attacking tactics. Wargoyle would
have been very tough, if it weren't for Vanish. Char Clawbster is not as
annoying as in the original fight because the area is a lot smaller now.
Balloon family spells work great and Spirit Roar will greatly speed up the
battle.
===============================================================================
Pete and the Beagle Boys
===============================================================================
Zero Graviza takes care of the Beagle Boys. Pete is not so tough, just block
his melee attacks and dodge-roll towards him when he throws his bombs. When he
flees from the stage, retreat to the top-right corner to avoid the pendulums.
Your Spirits will most likely get hit, so heal. Use Balloon family spells as
usual. If you have Firaga Burst, you can use that as well.
You can apply the same tactics for the rematch fight.
===============================================================================
Spellican
===============================================================================
This guy is extremely frustrating until you get used to fighting him. First
off, during the chase sequence, dash forward as much as you can, but stop when
you see him preparing to attack. If he throws the big rock, jump over it,
without dashing in the air if possible. If he throws the pink bubbles, jump
backwards, then quickly turn around again. When you get close, don't be in a
hurry to attack him, because you can be easily hit if you don't reach him.
For the actual fight, Zero Graviga is vital. (Zero Graviza does not work.)
Paralyze him, then spam Firaga Burst until he moves away. You can block his
big laser blade attack, but I advise you to superglide away when he throws the
little stars. When he stops on a rock, go below him and use Zero Graviga to
stop his attack. When the brooms appear, stop attacking, face towards them and
block when you hear a zap sound. If you get hit, heal fast. Always try to keep
healed, because you don't want to go to the chase sequence with low HP. You may
also need to bring Drop-Me-Nots.
There is no significant difference between the story and the rematch fight,
other than his HP. In the rematch fight, you will have to get through more
chase sequences. Spirit Roar is very useful because it lets you deplete his
HP faster and thus avoid going into too many chase sequences.
===============================================================================
Xemnas
===============================================================================
I advise you to defeat Xemnas before going for any of Riku's final bosses. This
way, Riku won't have a Drop gauge during any of his final battles.
This is not a particularly difficult fight. He flinches when he gets hit, so
you can lock him down and attack him for a while. Firaga Burst is good for
damage as are Balloon family spells. Block his melee attacks and jump when he
surrounds you with fireballs. If he traps you in the cage, just jump out.
You don't have to trigger the Reality Shift. If you do, superglide towards him
and attack him as much as possible before he gets up. However, afterwards you
won't be able to make him flinch. It might be better not to trigger the Reality
Shift, so that you can keep making him flinch. He will go down either way in
the end.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RIKU
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================================
Hockomonkey (Riku)
===============================================================================
The story fight will not take too long, since he doesn't have a lot of HP.
He is vulnerable to Slow, so use it often in order to deal as much damage as
possible before the hands appear. Slow also works on the hands, as does Vanish.
Balloonga and Balloonra are good ways to deal damage.
For the rematch fight, the same tactics apply, but you can damage him faster
using Firaga Burst. He has a lot more HP, so use Slow over and over in order to
get in as much damage as possible. Spirit Roar will shorten the duration of the
fight.
===============================================================================
Wargoyle (Riku)
===============================================================================
Balloon and Balloonga are the best ways to deal damage, since you can plant
them and then block the incoming attacks. Blocking helps a lot in this battle.
You can win the story fight without too much trouble.
The rematch fight is harder due to his high HP and damage. You can use Firaga
Burst, but it's a bit risky. I also noticed that the Spirits use Spirit Roar
more often if you stay near them on the roof.
===============================================================================
Commantis
===============================================================================
He is vulnerable to Slow. Balloon and Balloonga are good for damage. You could
avoid his attacks by sliding on the Flowmotion ring, but I found it easier to
block them instead. You should go to this battle with a full drop gauge, since
he can increase your drop rate. You shouldn't need Drop-Me-Nots.
For the rematch fight, you can double-jump in the center and use Firaga Bursts.
Drop-Me-Nots may be needed since he now has a lot of HP.
===============================================================================
Char Clawbster
===============================================================================
This fight can be very annoying since he moves around too much. You most likely
won't be able to damage him as much as you would want and Spirit Roar may not
be cast at the right time to be of use. Try to keep as close to him as
possible. Block his projectiles and the crawling fires and stay away when he
releases his gas. He is vulnerable to Poison, so you can use that to your
advantage. Otherwise, use Balloon family spells as usual.
The rematch fight is not that different, but you may also want to use
Firaga Burst.
===============================================================================
Holey Moley
===============================================================================
This is another very annoying battle. He will keep disappearing before you
manage to deal enough damage and Spirit Roar can go to waste if he appears too
far away. I believe that it's better to fight him in the southern part of the
map and not go to other part of the wall at all. Attack him as much as possible
with Balloon family spells and Firaga Burst, while blocking the carrots. Also,
do not attack the hands. Instead stand on a high platform and heal if your
Spirits get low on HP, until he appears again.
In the story fight I used a pretty slow but safer strategy. I used Mega Flare,
Dark Firaga (from Kab Kannon) and Firaga (chest in Country of the Musketeers -
Sora) to slowly chip away at his HP from a distance. I brought Majik Lapin and
Yoggy Ram (instead of Lord Kyroo), with Ryu Dragon in the third slot. This way
I had 3 Fire Boosts and also Yoggy Ram is more likely to use Spirit Roar,
since he has few attacks. I had to bring Drop-Me-Nots. I wouldn't recommend
this strategy for the rematch fight.
===============================================================================
Chernabog
===============================================================================
This battle is the same as in a normal game. Dash towards him as much as
possible and stop to block or dodge the fireballs.
===============================================================================
Anti Black Coat Nightmare
===============================================================================
For this and for all following battles, I wasn't troubled by the Drop Gauge,
since I had defeated Xemnas first.
The Anti Black Coat Nightmare is an easy opponent. Dark-roll away from his
red shadow attack and heal if you get hit. Double-jump in the air and assault
him with Firaga Burst.
===============================================================================
Ansem (1st battle)
===============================================================================
Air-slide away when he rushes towards you and block his projectiles. After the
Reality Shift, your Spirits join the battle and can help you with Spirit Roar.
I've read that Vanish works on him, but I didn't bother trying it, because it
doesn't work on his second form.
===============================================================================
Ansem (2nd battle)
===============================================================================
This battle is tough. When you are near him, double-jump and use Firaga Bursts.
Most of his attacks won't reach you high in the air. If you get hit, heal
immediately. When he blows you away, heal if needed, prepare Firaga Burst as
your next command and dark-roll towards him. If he throws the dark spheres,
it might be better to stand and block them. When you get near him again,
quickly double-jump, slide towards him and use your Firaga Bursts. If you do it
fast, you won't be hit by his super attack. While the Firaga Bursts are
charging, block his attacks and heal. Eventually you will win.
===============================================================================
Young Xehanort
===============================================================================
This is a difficult battle. Slow Block (R&R Seal) is recommended, otherwise
you'll have a hard time. I used 2 Firaga Bursts, 1 Balloonga and 3 Curagas.
Block his melee attacks and projectiles and slide away from his ice attack.
The main problem is that he can negate Once More if he lifts you into the air
with his combo. I believe that using Firaga Burst while high in the air lowers
the probability of that happening. Also, as long as you keep attacking him,
he will flinch and won't be able to attack.
As for the clock phase, go near him, wait a little, then double-jump and use
your Firaga Bursts. When you fall, block the incoming attacks and heal until
the Firaga Bursts recharge. Double-jump, air-slide towards him and repeat.
It is unlikely that you will manage to deplete his HP during the first clock
phase, unless you get lucky with Spirit Roar, but don't worry, because in the
next clock phase he will have a lot less HP.
===============================================================================
Armored Ventus Nightmare
===============================================================================
The final battle is not that hard. After defeating so many tough enemies, you
shouldn't have much of a problem. Flowmotion can help avoid his attacks while
in the white background phase. Try to keep your HP full before depleting the
last of his health. In the final clash, pressing A as fast as possible seems
to be the best way to win.
===============================================================================
Julius
===============================================================================
Julius is by far the hardest boss in the game and you can imagine how tough
he is in the Critical Mode Level 1 Challenge. Fortunately, you can use a small
trick which, if done correctly, can pretty much guarantee your victory!
The trick
---------
Julius flinches after he is hit six times (regular physical attacks do not
count). Using this knowledge you can create a loop where you hit him
continuously and make him unable to attack you. If you use Balloon repeatedly
while standing next to him, you can lock him down and damage him without
letting him hit you. You will need 7 Balloon commands (with 5 Magic Hastes)
to be able to use them non-stop without a problem.
There is another very important fact you have to know about him. If one of his
attacks is interrupted because of a flinch, he WILL use the same attack again
after recovering. If you interrupt him again, he will still use the same
attack. This means that as long as you are making him flinch, he will try
to use the same attack over and over.
In order to keep the loop going, he must be consistently hit by the balloons.
If he doesn't, there is a chance that he won't flinch fast enough and so, he
will manage to hit you and break the loop. The attack he uses (or rather
attempts to use) during the loop dictates if it's possible to keep the loop
going indefinitely.
I found that the only attack that can be used to pull off the loop without
fail is the one where he swings his right hand and tries to grab you (causing
Blindness and other ailments if it hits). I was able to pull off the loop
uninterrupted and defeat him without him ever entering his lightning mode.
I did this for both Sora and Riku, so I can say it works for sure. However,
be warned! If you get pushed to a wall, the loop is very likely to break.
Watch the map and try to make him slowly push you towards the center!
Some of his attacks are totally unfit for the loop, namely the one where he
jumps and tries to crush you with his elbow and the one where he is running
around. Of course the building jump and the lightning bolts are out of the
question. The rest of his attacks can be used to keep him locked down for
a while, but he will eventually break the loop and hit you.
Preparation
-----------
It doesn't really matter which keyblade you equip; the damage you deal to
Juilus will be the same. The stat gain Drop bonuses also make no difference
against him. You may want to get Drop Decelerator Lv3, but the loop straetgy is
so fast, that it probably won't be needed.
Since you're using the loop strategy, you won't need to bring Drop-Me-Nots.
Bring a Curaga as your 8th command. Don't forget to set your deck scrolling
option to Skip Recovery in the configuration menu.
Dark Barrier and Dark Roll are a must for Riku. Sora should have Superglide and
Counter Rush.
Your Spirits won't participate in the battle, so select your team based on
the stat abilities they possess. Majik Lapin, Lord Kyroo and Zolephant will
provide you with 5 Magic Hastes, 5 HP Boosts, 3 Magic Boosts, 3 Defense Boosts
and 3 Cure Boosts. That's probably the best team for this fight.
Battle tips and problems
------------------------
Most of his attacks can be blocked. The exceptions are the one where he slams
the ground with his hands, the one where he jumps and crushes you with his
elbow, the running charge and the building jump. Dodge-roll away from the
first three and use Flowmotion or Superglide to escape from the last one
(it's hard).
Riku has an easier time thanks to Dark Barrier and Dark Roll. Sora cannot fully
block his spinning punch combo. Counter Rush remedies that because it grants
invincibility, but you can still be hit if he starts his combo while close to
you. Dark Barrier can completely protect you from the lightning bolts. Sora can
block them too, but he must be facing Julius or else it won't work.
Even if you get used to fighting him, there are still some things that may
go wrong and waste your efforts:
First, if he hits you twice with his spinning punch combo, he will negate
Once More and kill you. This will only happen if you stand near a wall, or
if you get pushed there during the combo. You are safe if you stay and fight
in the middle of the map.
Second, Flowmotion. If you accidentally trigger Flowmotion after a dodge roll
or an air slide, you can get killed instantly. Again, this will only happen
if you fight near a wall.
Third, be careful when he hits you with his uppercut. If he follows up with
another uppercut and then a hand slam, you will be killed. Air-slide to the
side immediately.
Fourth, if he hits you with his building jump attack while in his lightning
mode, he will temporarily block your readied command. Make sure it's not
Curaga! If you manage to start the loop early, he won't ever enter his
lightning mode.
This battle is extremely hard. The best advice I can give you is to always try
to stay near the center of the map. After you learn how to deal with his
attacks and how to start the loop, it's all a matter of patience and
persistence. Eventually, you will be able to pull it off!
Alternate strategy for Sora by eixeeee
--------------------------------------
If you are using Sora, you can follow a different strategy that works as
follows:
When the battle starts, climb on one of the ledges and wait for Julius to
leap to the tower. When he does, Superglide to the other ledge. Plant one
Balloon and wait for him to leap to the tower again. Superglide to the other
ledge once again, plant a Balloon and wait. Repeat this until he dies.
- You have to use Superglide. Glide is not fast enough.
- The ideal places to stand and plant Ballonns on the ledges are the ones
closest to the fountain. Anywhere else is too close to the tower.
- You can plant more than one Balloon, but only if you have the time. That is,
if he flinches or uses an attack like the spinning punch combo on the ground.
- Sometimes, if you notice that he is too aggressive, you may want to move
quickly without planting a Balloon. It's better to be safe than sorry.
- When you deplete half of his HP, he will start going into his lightning mode
and will attack you with lightning bolts. Face Julius and block. Sora cannot
block them if he is not facing him. You will be able to block most of them.
- If Julius is in his lightning mode, stay away from the edge of the ledges
as sometimes he likes to send out those shockwaves when he punches, which can
rise up and clip you. This rarely happens though.
###############################################################################
9. Version History [CM9]
###############################################################################
Version 1.00 (August 27, 2013)
------------
- First complete version of the guide.
Version 1.01 (September 3, 2013)
------------
- Added alternate Julius strategy for Sora provided by eixeeee.
- Some additions and corrections to the strategies for Julius,
Hockomonkey (Riku) and Xemnas as pointed out by eixeeee.
- Added Doubleflight and Counter Rush to the suggested action commands.
- Minor general corrections.
- Added version history section.
###############################################################################
10. Credits [CM10]
###############################################################################
- Square Enix and Disney for Kingdom Hearts 3D: Dream Drop Distance.
- Nintendo for the 3DS.
- GameFAQs for hosting a lot of wonderful FAQs and guides.
- eixeeee for providing the alternate Julius strategy for Sora, as well as
some corrections and tips for Julius, Hockomonkey (Riku) and Xemnas.
- The users from the Kingdom Hearts 3D: Dream Drop Distance GameFAQs message
board for posting answers to various questions about the game.
- FAQ authors dozingdevil, Mikey_R and Rebel_Dante for their extremely useful
guides mentioned above.
- kh13.com and destinyislands.com also for the guides mentioned above.
Copyright 2013 Steven Dimitriadis (Silent-Sword)
Authorized websites
- www.gamefaqs.com
- www.neoseeker.com
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