Kingdom Hearts: World's Strongest
A Tactical Guide

By GreenRunner
Version 0.3b
22/9/02

Recent Updates:


               Version 0.3b
                       -Checked and added to contributions from my first round
                       of contributor emails.  Thanks everybody!  oh and if I
                       ever get your name wrong in any way be sure and let me
                       know.
                       -Added the Leon Section
                       -Dropped in my tips for fighting mobs
                       -Added a section on Guard Armor

Table of Contents

1. Introduction
       -Stuffs you should know about this FAQ.  Contains definitions of my
       personal jargon.
2. General Tactics
       -Tactics for maximizing Sora, Goofy and Donald's potential
3. Heartless Tactics
       -Tactics for defeating the hordes of Heartless
4. Boss Tactics
       -Tactics for Taking on the Bosses
               Darkside Alpha
               Darkside Beta
               Darkside Gamma
               Leon
               Guard Armor
5. Optional Boss Tactics
       -Tactics for fighting optional enemies
               Tidus
               Selphie
               Wakka
               FF Trio
               Riku
6. Administratia
       -Version History, credits, etc.


1. Introduction

       This guide is designed to make you a better fighter in Kingdom
       Heart's, maybe even the World's Strongest.  Its designed as a guide
       to show every weakness of every opponent's every attack.  Admittedly
       this project is a tad ambitious but I feel up to it.  This Guide is
       designed to be used with Kingdom Hearts American Release on
       Expert Mode.

       To find enemies in this FAQ refer to the table of contents.  If you do
       not know the name of the enemy, use the find command to search for the
       location.  I will list the location of every Boss and Alternate
       enemies by world in their general description.  Regular Heartless will
       not be listed in this manner.  The names of the Heartless are listed
       in your journal along with a picture  so there is no excuse not to
       have the name; plus many of the enemies appear in more then one spot
       making finding them by locale difficult.  This guide will not contain
       any information regarding how to get equipment, solve puzzles, find
       secret areas etc.  I will make recommendations of what equipment you
       should have but the are other better FAQs for this, CJayC's has my
       personal endorsement of the FAQs posted so far.  I am working on the
       assumption that you have already beaten the game and know the basic
       mechanics, controls, and storyline of the game.  On a similar note I
       will be giving no notice about spoilers so if you are paranoid about
       them stop reading now.  I will not be covering the Mushrooms because
       Mecasim has already covered them superbly in his Mushrooming Hunting
       Guide.  I do not have any access to exact HP numbers, MP Numbers etc
       of Bosses.  It doesn't really matter in any case because you never get
       exact numbers in combat and the numbers are therefore useless.

       This is a work in progress so please feel free to email me with any
       information I missed variants on strategy etc.  I'll be sure to test
       them out and then add and credit them if they merit my doing so.
       Check Administratia for email address etc.

       Some user notes.  Whenever I talk about right hand or left hand I mean
       the actual character's perspective.  So Tidus' right is the right if
       you were Tidus looking out.  Always from the perspective of the
       subject.  Counter and sidestep are my terms.  There is no sidestep
       command in the game when I say sidestep I mean move or right or left
       far enough to avoid the attack.  Counter does not necessarily refer to
       the ability Counter.  It means use an opening right after an enemy
       attack to attack with whatever method you deem or that I tell you to
       use.  Use context to differentiate.  I refuse to answer questions
       about timing.  I'll try and give you a general idea but frankly it is
       to hard to explain to someone without actually being right there.  I
       will give you a guideline; it is up to you to work out the exact
       timing that works for you.  So don't email me about it.  A caveat to
       that is if there is some glaring signal then I will tell you but don't
       expect great detail.  Do not email me asking about timing I will
       mostly likely print them out then burn them capeche?  If you have
       tried and tried and a tactic and it absolutely does not work you may
       email me saying it doesn't work.  I will do two things, first check
       the battle to make sure that I am right.  Then I'll check the wording
       in the FAQ to make sure that my point is absolutely clear.  Please
       disregard any jokes I make that are vague references to other things
       such as the title of this FAQ being a reference to the Dragonball
       Movie of the same name. It's annoying I know but you'll get over it
       and it keeps me sane.

2. General Tactics

I. Sora

       Sora's biggest asset is the Keyblade.  There is really no reason to
       rely on anything else.  The magic is almost useless for anything
       except healing which Donald will do for you if configured correctly.
       Oh and the Summons have yet to help me in any meaningful way.  So the
       best Keyblades are the ones with reach and high attack powers.  The
       loss of one or two MP isn't a big deal,especially considering that
       later in the game your MP is practically limitless in small quantities
       due to the abilities MP Haste and MP Rage.  With these two abilities
       you should almost always have the one MP necessary for Cure, making
       you nearly immortal.  Concentrate on long combos and special
       abilities.  Now I'll take a second to rate the abilities I have gained
       so far for Sora.

Abilities (*s indicate strong abilities, -s represent poor abilities)

       Vortex Strike
               Does better damage then the thrust although it's a tad slower
               also will hit multiple enemies

       Aerial Sweep
               Nice ability that does good damage and is more accurate then
               trying to jump and hit the enemy yourself.  Also has a nice
               radius of attack.

       Combo Plus
               More damage is good.

       Blitz*
               More Damage is...yeah...good

       Air Combo Plus
               Ditto

       Guard-
               Similar to Dodge Roll but crappier.

       Dodge Roll*
               Some enemy attacks are nearly impossible to avoid without this
               ability

       Counter*
               This ability is very nice since many strategies rely heavily
               on parrying enemy attacks.

       Berserk-
               Why would you ever let yourself be in a position to use this?

       Critical Plus
               A nice ability if you've got the AP for it but you can win
               without it.

       Scan
               Nice if you've got the AP but not really critical

       Second Chance*
               Second Chance means that if you take any damage while above 1
               HP that would normally kill you you will be set to 1 hp
               instead.  Making this ability great!  Extra note, When
               Combined with Tinkerbell this makes you nearly invincible for
               as long as she is around!  Thanks to CrzyKyle280 for both the
               ability clarification and the Tinkerbell tip.
       MP Haste*
               When combined with MP Rage you should have nearly infinite
               healing

       MP Rage*
               Ditto, except where it says MP rage, then think MP Haste

       Ars Arcanum
               Does nice damage but costs valuable MP.  Also save MP for
               healing so use sparingly

       Ragnarok
               Better then Ars in my opinion.  It's cheaper and still does
               fair damage.  Some problem with the MP Drain

       Sonic Blade*
               It gets an * mostly because it is the best of the MP combos.
               The range allows you to pull off this move away from danger
               and it is cheaper the Ars.  It does still cost MP though which
               is a nuisance.

       Trinity Limit-
               Only an idiot would sacrifice all that MP.

       Strike Raid
               Alright, thanks to heyxavier for prompting me to take another
               look at this.ability and maybe I was a little hard on it when
               I said that Fire was better but it still is not the best
               ability.  HeyXavier, it is true that it is very useful for
               fighting groups of Heartless when they are mixed Flying and
               Land Based but its damage is still weak and against a mobile
               boss it will nearly always miss.  Still not a great ability.

       Any Ability Regarding Treasure
               Sure you might as well if you've got the AP.  But they won't
               help you win any fight really.

II. Goofy

       Goofy is very useful later in the game for his MP Gift ability, which
       makes him a walking Mana Battery.  Early on in the game he is useful
       to have tossing potions and ethers where they are needed.  Since he is
       most useful as a healer he should be equipped with defensive shields
       and accessories.  Set his AI to Conservative then up Support Actions
       to constantly and Shield Techniques to occasionally.  Set his item use
       to reflect your economic situation.  If you've got the money for 99
       potions might as well have him using them.

Abilities

       Rocket-
               Nope.  He shouldn't be wasting MP using special attacks.

       Charge-
               Ditto

       Tornado-
               Ditto

       MP Gift*
               This ability is great.  All that free Mana translates into MP
               Combos for Sora.

       Second Wind*
               Now if he dies you can run away till he revives, then he has
               even more mana to
               give you, yay!

       Second Chance
               A dead Goofy is no good to anyone

       MP Rage* and MP Haste*
               His MP is your MP.

       Berserk-
               Sora is much more useful for killing things.

       Cheer-
               Screw the Summons.

       Treasure Abilities
               Again they are nice if you're looking for goods.  Scrap 'em if
               you need the AP for battle abilities.

III.  Donald

       Since Donald is weak and can't exactly "casts the spells that
       makes the peoples fall down" (Black Mage, 8-Bit Theater).  Donald is
       useless as anything but bait until you get Cure.  Then he is nice to
       have around for healing.  Also his tendency to cast Stop constantly
       toward the end of the game was very nice.  Other then that he will
       always be out of MP.  Yeah a duck with a stick, reeaalll useful.  I
       put Donald in manual and set him up like this.

Regular Attacks: Frequently (Helps him keep up his mana)
Offensive Magic: Occasionally
Defensive Magic: Frequently
Advanced Magic: Frequently
Advanced magic Frequently
HP Items: Emergency
MP Items: Emergency

With this setup he can be a real asset later on in the game.  He can heal you
freeing up mana for Sora's Magic Combos and Stop can keep you from getting
swarmed by
the Heartless.

Abilities

       Berserk-
               Donald is weak and it sucks to be half-dead.

       MP Haste* and MP Rage*
               Infinite MP good.

       Second Chance
               Living good.

       Second Wind*
               All that extra HP and MP is really nice to have.

       Cheer-
               Summons are pretty, but not much else

       Treasure Abilities
               I've said it before and I'll say it again: Shinys are good!
               But they won't beat bosses bar Gil Toss.

IV.  Guest Characters

       I personally found them to be a useless set of slackers with the
       exception of Tarzan.  He is useful for replacing Donald in the
       beginning.  His attack power is way more useful then Donald's
       Offensive Spells.  Maybe later on I will update this to give a rundown
       of the guest characters but don't bank on it.  Just stick to the duck
       and the.... well, uh dog?


3. Heartless Tactics

       Alright, if you have been watching this FAQ as I update it you will
       realize that I am a huge liar.  I claimed I would not work on this
       section until I had finished the boss section.  That is now half true.
       I was fighting some heartless after overcoming Squall and I realized
       that I had a few quick group fighting tips to pass on.  So I'm going
       to give those but I'm not going to go in depth about particular
       enemies until I finish the boss section.

       The camera is your greatest weakness, recognize it.  The camera in
       this game is terrible.  Learn a few tricks to make managing masses of
       enemies easier.  Relax your eyes and do not focus intently on one
       enemy.  This allows you to track more enemies at once and you will be
       less likely to be taken unawares.  Keep an eye out for enemies
       preparing attacks and be ready to get out of the way.  Anyone can wail
       away the trick is to not get pounded while you're doing it.
       On the same note watch enemies as they go off the screen.  You won't
       be able to track their exact location but knowing that the annoying
       shadow is off to your left will allow you to reoreint and attack him
       that much faster if when you are ready to switch targets.  Switch
       targets often.  The heartless are a fairly mobile bunch and tend to
       come in droves.  Don't focus on one enemy, chasing that one annoying
       Bandit across the screen through eight other enemies is not doing you
       any good.  The same goes for unloading a combo on a shadow that is
       underground.  You are much better off switching to a closer enemy and
       waiting for that annoying monkey to come back.

       Control your combos.  Mashing the button will not make your combo
       execute any faster if you practice the timing of your combos.  The
       extra control you get will allow you to more easily pull out of a
       combo to evade attacks.

4. Boss Tactics

This is the Format that will be used for describing the bosses.

Name
       Description of General strategy and any other useful info such as
       elemental weaknesses.  Also prep notes on what you should have done or
       own before the battle to make things easier.

Attack

Attack 1-Type- Description and Phase it appears in
Attack 2-Type- Description and Phase it appears in

Phases

Phase 1- Description and Strategy
Phase 2- Description, Strategy and trigger

Key Points- Brief overview of the important points


A note on Phase and trigger: Phase is used to indicate when a Boss changes
tactics.  For instance after you do a certain amount of damage to Trickmaster
he will start setting his torches on fire.  That is a shift from Phase 1 to
Phase 2 that is TRIGGERed by damage.  See?

A note on Attacks: The names of these attacks I've made up.  They are in no
way licensed or endorsed by Disney or Squaresoft.  The names of the bosses
have been taken from the journal within the game and are Disney and Squaresoft
licensed.  I created the attack names as a tool for describing strategies more
easily.

A note on Type: There are Four types and they all have to do with
deflectability.
       Weak: This attack can be deflected and will stun the enemy.  You will
       also awarded tech points.
       Strong: This attack can be deflected to prevent you from taking
       damage, but it will not stun the opponent.  Strong* means that you get
       tech points but no stun, mostly ballistic abilities.
       Quick:  This attack will happen faster then Sora can attack.  This
       means the attack is very difficult to deflect. Whether quick is strong
       or weak is unlisted because they are so hard to pull off that I will
       need more time to research.
       Break:  Even deflection cannot save you now.  The enemies' attack will
       strike through Sora's attack.


-----------------------------------------------------------------------

Darkside

       This Boss you will have to fight three times.  Since I am playing
       through the game while writing this FAQ I'll update his later forms
       when I get a chance to analyze them.

 Alpha Darkside

       This is the Darkside encountered in the dream world at the end of the
       stain glass path.  He's a jobber.  Plus you can die without penalty
       except a wounded pride and less experience.  Since your equipment is
       predetermined I've got no prep tips for you.

Attacks

 Vacuum Punch-Break- Darkside will rear back for just about ever then
       strike down hitting the ground and creating a dark spot.  He's not
       really aiming at you but it doesn't hurt to be moving away from him
       while he's charging up.  The pool of darkness will not hurt you but
       does spawn Shadows.

 Heart of Darkness-Weak*- Darkside will get on his knees.  Then his
       heart crevice will begin pulsing purple light.  He'll then shoot out
       an energy ball.  He will do this twice more, then he will fire three
       balls at once.  He will then stand back up.  The second time he does
       Heart of Darkness he will shoot out three sets of three a set of five.
       Any subsequent attacks will follow the three triples then a five set
       pattern.  Jeremy Ross, an email contributor, has pointed out that by
       simply standing behind Darkside directly between his feet none of the
       energy balls will ever hit you.  This is much simpler, and easier
       then my previous method.  If you are up for a little more danger you
       can try going for the tech points.  You can deflect up to three of the
       fireballs via proper timing.  That is by far the most dangerous
       option but it does deal extra damage to Darkside.  If you
       stay directly in front of Darkside while doing it you will also get 3
       tech points a shot, 1 for the deflection and two for striking darkside
       in the face.  Take your pick.

Phases

 Phase 1- Darkside's one and only phase is fairly easy.  Dodge Vacuum
       Punch's initial strike then kill the shadows that pop up.  Make sure
       you get all of them or they will be trouble when he uses Heart of
       Darkness.  Also if you want to toss in some extra damage, hop on his
       charging hand while he is charging the Vacuum Punch.  You can then
       wail away till he strikes the ground.  You should have enough time
       while the hand is down to get in some strikes on the hand while
       dispatching the shadows.  Just make sure you get all of the shadows
       before he begins Heart of Darkness.  Darkside will alternate between
       Vacuum Punch and Heart of Darkness for the entire battle.

 Key Points-
   + Kill the Shadows as soon as they appear
   + Avoid the Heart of Darkness
   + Strike while he is charging up the Vacuum Punch and after
   he executes the Vacuum Punch

  Beta Darkside

       This is the Darkside that you fight on the beach of Destiny Islands.
       He is
       almost exactly the same as Alpha Darkside with one more attack.  Just
       make sure you stock up on potions by beating up Riku (Riku is covered
       in the Optional Enemy section).  You shouldn't really need them but
       they
       are free and it can't hurt.

Attacks

  Vacuum Punch- See above

  Heart of Darkness- See above

  Purple Rain-Weak and Break- Darkside will plunge his left arm deep
       into the ground causing a shockwave which will radiate out across the
       ground.  Make sure you jump up as the shockwave nears you because it
       covers a lot of ground so you can't run from it..  Darkside will stay
       down for about 3 seconds  before he pulls a giant evil ball out of the
       ground. He will then toss this ball into the air.  Then Energy balls
       will rain down slowly through Darkside's next couple of attack phases.
       These balls will always be trying to land on your head so make sure
       you are moving nearly constantly.  Note that the giant ball he first
       pulls out of the ground will damage you.  You can take some shots at
       his head while his arm is in the ground but be sure to get out of the
       way before he pulls it out.  The purple "raindrops" are Weak, the
       giant ball of Evil is Break.

Phases

  Phase 1- Same as Alpha Darkside simply avoid the Purple Rain during the
  latter
       half of the battle.

  Key Points-
       + Kill the Shadows as soon as they appear
       + Avoid the energy blasts
       + Strike while he is charging up the Vacuum Punch and after
       he executes the Vacuum Punch
       + Strike while he is preparing Purple rain, but get out
       before he starts to stand

Gamma Darkside

       Not there yet, sorry.
-----------------------------------------------------------------------

Leon

       Squall, aka Leon blech, appears outside of the Accessory shop in
       Traverse Town.  If you want to know the truth this battle was
       responsible for huge delay between updates.  He was giving me all
       sorts of headaches but I finally found a truly nice and easy trick for
       taking him to town.  Try and get some Fire Rings if you can.
       The bonus defense and fire damage shielding is useful, protect rings
       make a fine substitute.

Attacks

 Fireblast-Weak- This attack is easy to see coming and to deflect.  Squall
      will stand and extend his hand.  Simultaneously little red bits will
      swirl into his hand.  Then he fire a fireball at you.  This attack has
      some weird physics.  It has a mild arc and will actually hit the
      ground very near you if you run away from Squall.  This attack is
      very easy to dodge just be moving perpendicular until he fires then
      bam you are good to go.  You can also move into attack by spiraling in
      toward him.  That way when he fires the blast will still miss
      you and you should be close enough to unload a combo.  You can also
      deflect this attack to stun him.  Be warned the fireball is very fast,
      in fact I often swung while he was charging to get the timing
      right.

 Strikethrough-Weak- This is actually two attacks but he uses them together
       so often that they are practically a combo.  The stroke is a simple
       over head attack.  You can either deflect or jump aside.  This attack
       executes very quickly making it tough to avoid.  Jump diagonally when
       you hear him grunt or strike immediately.  The other slash is a
       sweeping backhand.  This attack takes much longer to execute.  Squall
       will put his sword up and back, toward his left ear then make a
       U-shaped slash that ends up near his left ear.  The real nuisance in
       this attack is that the U shape means you can be hit in the air by
       this strike if you jump toward his right arm.  Always jump vertically
       or toward his left shoulder.  Deflecting this attack is difficult, if
       you are standing too close to Squall you will hit him but not the
       strike which will then hit you.  Squall uses these attacks together,
       in any order and also independently.

Phases

 Phase 1-  Squall very difficult for one reason, and one reason alone,
       he is a rock.  Squall's attacks leave a fair number of openings.  You
       can dart in after his Fireblast, you ca deflect his Strikethrough or
       you can jump over his strikethrough.   The problem with any head on
       form of attack is that Squall does not stun and can counter through
       your combo.  Squalls Strikethrough carries quite a wallop and unless
       you are a couple levels head with a really high defense you will not
       live through more then 4 of those.  So how do you predict and evade
       this counter?  The problem is that you don't.  Squall is too fast and
       unpredictable (He can start with either overhead or straight across
       style attacks) to reliably attack head on.  Sometimes he would hit me
       in the second strike of my combo, sometimes he would wait till the
       end. There was no reliable way to unload a combo after an evasion.
       Theoretically you could evade counter, hit once and run but this
       method leaves no margin for error and is ludicrously slow.

       Now for the trick.  It's all about that mailbox.  Remember how
       Fireblast moves in that strange arc?  Well that means that Squall
       cannot fire it in a direct line in any direction but directly in front
       of him.  Now Squalls preferred mode of movement is to jump
       very high and land near you and attack with Strikethrough or to walk
       right at you then use his Strikethrough.  So here's what you do to
       prevent him from ever being able to attack through your combo.  Jump
       on the mailbox and wait there.  His Fireblast will be unable to hit
       you and Squall can't walk at you.  This means he is forced to jump at
       you so wait for him to jump time it up right and hit him in the air.
       You should both land off of the mailbox by the time your combo is
       finished.  You should then easily have enough time to run away before
       Squall can regroup for an attack.  Simply repeat this strategy and
       Squall should never be capable of launching an attack that can harm
       you.

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Guard Armor

       You'll find this guy in Traverse Town.  He's pretty weak, weaker then
       Squall in my opinion.  In terms of Prep I'd recommend you grab some
       Protect Chains from the Heartless or the Accessory Shop.

Attacks

 Clatter Drop-Break-  This ability is a simple attack to evade.  All that
       happens is Guard Armor will charge up by squatting, rotating his
       helmet then leaping straight into the air. He will sort of fall to
       pieces in the air then land with a mild explosion.  This attack is
       aimed at you in that if you are away from him he will jump in an arc
       and land on your head.  The radius of this attack is limited to the
       area almost directly beneath Guard Armor.  To avoid this attack simply
       jump before Guard Armor lands.  Simply time up your jump to be
       leaping away from Guard Armor when he lands.  Then rush back in to
       take advantage of his down time.

 Satellite Claws-Weak-  This attack is Guard Armor's biggest weakness as far
       as I am concerned.  Guard Armor will put his right arm back and up
       and his left arm almost directly in front of his torso.  He stays that
       way for almost a full 2 seconds.  Then he will start spinning
       his arms around his torso.  He does this for just shy of 4 seconds,
       starting high and circling lower.  This attack is easy to deflect.
       Simply get away from Guard Armor when he gets into his stance.  Then
       when he starts spinning charge back toward him jump and strike.  Guard
       Armor should be stunned and you get two tech points and an
       opening.  As a quick note if you are directly under Guard Armor he
       will not be able to hit you with Satellite Claws but you will not be
       able to deflect it. This attack differs slightly when used by the
       hands alone and when Guard Armor has sent his feet off.  In both of
       these situations the Rotating Claws will act exactly the same except
       that instead of standing still Guard Armor will come at you.  The only
       thing you have to is adjust your timing accordingly.

 Wind Up One Two-Quick-  This is an attack used by the claws when they are
       loose from the body.  The arms will loop around twice, much like they
       were chasing each other then they will execute a one two punch combo
       where you were standing.  This is because all you have to do is circle
       around the hands as they are winding up and this attack won't
       hit you.  After they strike the grounds the hands will loop back up
       and circle one more time.  This is not the beginning of another Wind
       Up One Two.  If you've got some skills you can deflect this attack by
       attacking right as the pause after their second loop before they
       punch.  It's really much simpler to get away though.

 Power March-Weak-  This is an attack that is used by the feet when they are
       detached from the body.  This attack is very simple to deflect and
       give yourself a great opportunity for some cheap shots on the feet.
       The feet will do a little back flip then start marching at you with
       high exxagerated steps. This attack has a vertical strike, the foot
       itself, and a ground shockwave, a little bluish circle that radiates
       outward when the foot comes down, both of which will do damage.
       Simply jump straight up and attack the lifted foot and you will
       deflect this attack.  Then just rush up and lay the damage on thick.

 Blue Funk-Weak-  This attack is just plain silly.  When you've destroyed all
       his appendages the Guard Armor will do this attack.  First he
       spins once clockwise, then once counter clockwise then he will spin
       around while rotating around an imaginary point.  This attack is silly
       because it doesn't really come after you, spending most of its
       time wailing on Donald and Goofy.  Simply let him spin himself
       out then attack.  Repeat victory.  When he gets the blue stuff
       around him you can attack him carefully without taking any
       damage.  Simply attack but do not combo or else you will crash into
       him.

Phases

       I'm going to throw a quick note in here about Guard Armor's phases.
       They have a pattern that is difficult to make clear by simply talking
       about triggers so I am going to discuss it here.  this is how Guard
       Armor's phases go: Phase 1, Phase 2, Phase 1, Phase 3, Phase1, Phase
       4, Phase 1, Phase 2, etc.  In short, he will first shoot out his arms
       that pull himself together, then shoot out his legs, then pull himself
       together, then he will shoot out both, then together again.
       He continues this phase pattern until you destroy either both his arms
       or both his legs.  Then he will act as if he goes Phase 1,
       Phase 4, Phase 1, Phase 4.  Only the Phase 4 will only have one set of
       appendages out.  When all his appendages are destroyed he goes
       into Phased 5.  Phew.

 Phase 1-All together-  This is the Phase that Guard Armor will start in.
       Guard Armor will have all of his parts and will execute either Clatter
       Drop or Satellite Claws.  Both of these attacks are easy to avoid
       and there are no real tricks.  Simply keep your distance and react
       to either attack he tries.  Both leave wide openings that you  can
       use to load on some damage.  You want to be concentrating on the
       appendages.  The legs are easier to hit when he is stunned but I
       prefer to aim for the arms.  The arms and legs are about equally as
       dangerous but I prefer to concentrate on the arms because they give me
       more trouble during the Floater Phase.  That's a personal choice
       though, it is much quicker to hit the legs when Guard Armor is
       stunned because they are less mobile.

 Phase 2-No hands-  This phase is just triggered by time.  After Guard Armor
       has executed two or three attacks he will flip both his hands then
       they will pop off.  Now this phase is much more tricky then Phase 1.
       Now Guard Armor will continue to stomp around doing the occasional
       Clatter Drop.  While at the same time the hands will float around
       doing either Wind Up One Two or Satellite Claws.  You should try and
       keep the arms between you and Guard Armor so that you can see him
       prepare his Clatter Drop.  The Satellite Claws attack will have the
       same give away, right arm back left arm forward, except the body won't
       be there.  Continue concentrating on the arms.  The reason is that
       because it is easy to avoid Clatter Drop by jumping and executing
       a combo on the arms when Guard Armor takes to the air.  The other
       advantage is that by destroying the arms you a.)eliminate his
       ability to execute Satellite Claws,  and to send them out after you,
       you must break both arms to prevent either of these attacks. b.) Every
       appendage shoots out health balls when it is destroyed which is a
       huge help since you are devoid of curing spells and potions are
       expensive.  When both hands do little backflips it means that Guard
       Armor is just about to return to Phase 1.

 Phase 3-Floater-  This phase is also triggered by time.  After Guard armor
       has executed Phase3 and then Phase 1 again he will go into Phase 3
       Guard Armor will do two short little hops then his legs will pop off.
       In this phase it is imperative that you keep the legs between
       you and Guard Armor this will allow you to see when Guard Armor is
       charging up for Satellite Claws, as I've mentioned about 8000 times
       already Satellite Claws will home in on you which can be a real
       headache if you don't see it coming.  He'll also execute Clatter Drop
       just so you know, watch out and be in the air..  As long as you are
       keeping that in mind all you have to do is keep deflecting Power March
       and attacking the feet while they are immobile.  I highly
       recommend deflecting Power March instead of running away from it has
       otherwise when Guard Armor does Satellite Claws it will be difficult
       to escape.  Aside from that its same old strategy.  Deflect the legs,
       attack the legs, swerve and deflect Satellite claws then attack
       whatever suits your fancy.

 Phase4- Self Locomotion-  That's a Bed Knobs and Broomsticks reference for
       all of you who grew up with that movie.  So anyway in this Phase Guard
       Armor will send out all his available appendages.  He'll shake
       all his appendages right before he sends them out.  I
       recommend just keeping some distance between you and every part of
       Guard Armor because between the three of them they will be executing
       all of his attacks except Blue Funk almost simultaneously.  The
       easiest way is to take off your camera lock and run around the outside
       of the area.  Then whenever an attack is coming your way lock
       on and deflect it then continue running away.  The exception is
       obviously Clatter Drop which you should simply jump to avoid and Wind
       Up One Two which just requires you to keep running.  Guard armor will
       retract the arms and legs eventually then return to his easier phases.
       He'll shake the arms and legs right before they retract.

 Phase5- It's Just A Flesh Wound-  Monty Python reference.  So this phase is
       really silly it happens right after you destroy all of his appendages.
       Just refer to the Blue Funk section under attacks.  Victory is yours.
       Blue Funk is the only attack that Guard Armor will use in
       this phase.
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5. Non-Essential Boss Tactics

This is the Format that will be used for describing the bosses.

Name
       Description of General strategy and any other useful info such as
       elemental weaknesses.  Also prep notes on what you should have done or
       own before the battle to make things easier.

Attack

  Attack 1-Type- Description and Phase it appears in
  Attack 2-Type- Description and Phase it appears in

Phases

  Phase 1- Description and Strategy
  Phase 2- Description, Strategy and trigger

  Key Points- Brief overview of the important points


A note on Phase and trigger: Phase is used to indicate when a Boss changes
tactics.  For instance after you do a certain amount of damage to Trickmaster
he will start setting his torches on fire.  That is a shift from Phase 1 to
Phase 2 that is TRIGGERed by damage.  See?

A note on attacks: The names of these attacks I've made up.  They are in no
way licensed by Disney or Squaresoft.  The names of the bosses have been taken
from the journal within the game and are Disney and Squaresoft licensed.  I
created the attack names as a tool for describing strategies more easily.

A note on Type: There are Four types and they all have to do with
deflectability.
       Weak: This attack can be deflected and will stun the enemy.
       Strong: This attack can be deflected to prevent you from taking
       damage, but it will not stun the opponent.
       Quick:  This attack will happen faster then Sora can attack.  This
       means the attack is difficult to deflect.  Like if an enemy uses it
       while you are comboing something else. Whether quick is strong or
       weak is unlisted because they are so hard to pull off that I will
       need more time to research.
       Break:  Even deflection cannot save you now.  The enemies' attack will
       strike through Sora's attack.

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Tidus

       He's floating around on the Destiny Islands and is pretty damn easy.
       He's only got three attacks and no phases.

Attacks

  Slash-Weak-He swings his stick ooh scary.  This attack is easily
       recognized because it his only horizontal strike.  He'll put his sword
       to the right and then bring it across his chest in a forehand sweep.
       As soon as he puts back his hand attack and you'll deflect his blow.
       Use this opportunity to unload a combo.

  Rising Strike-Strong- Tidus will occasional use this move that is
       backflip uppercut slash.  If you attempt a leaping attack on Tidus
       when he is not prone he will use this uppercut style move and it will
       deflect your attack.  He will also use it occasionally in close
       quarters.   You can either sidestep or deflect this attack.
       Sidestepping is infinitely better as it allows you to unload a combo
       on him.  You can recognize this move because Tidus will drop his sword
       back and low right before attacking.

  Falling Strike-Strong- This attack is the inverse of Rising strike.
       Tidus will do a front flip with an overhead vertical strike.  This
       attack appears in two places; first it will some times follow his
       Rising Strike.  Secondly it will appear after he cartwheels away from
       you.  When it follows the Rising strike it is simply executed where he
       stands.  When it follows the backward cartwheel he will lung toward
       you then execute the strike.  If it follows the Rising Strike you
       should have already side stepped and be hitting him.  To avoid it when
       it follows the cartwheel simply circle him when he cartwheels
       backward.  The strike is not quick enough to hit you if you are moving
       perpendicular to Tidus as he lunges.  Then quickly about face after
       the strike to unload a combo.

Phases

  Phase 1- Basically Tidus' attacks are random.  Simply pay close
       attention to the beginning of his attacks so you can see predict them,
       then respond with the appropriate counter.  Rising Strike and Slash
       will both be used at close quarters while Falling Strike is used when
       you are at a distance or when it follows Rising Strike.  You should
       have no trouble beating this poor incarnation of Tidus.

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Selphie

       Found on Destiny Islands Selphie is a weak opponent.  No prep.

Attacks

  Sweeping Leaves-Quick- This is Selphie's basic close quarters attack.
       She'll draw her Nun-chucks back away from her body, toward her left
       ear, then swing across her body in a downward sweeping motion to
       strike low in the front.  This attack has a 180-degree radius of
       attack directly in front of her.  The easiest way to avoid
       this attack is to jump over it then attack.  Then unload your combo,
       either from the air or the ground.  You'll have the time to land and
       then execute a combo which is better because you are more likely to
       finish the
       combo.

  Snapper-Weak- In this attack Selphie will lung forward and strike in
       an overhand whipping motion.  If you want you can simply sidestep and
       then attack.  The best option however is to deflect this attack.  When
       she first lunges, before the purple streak appears, strike.  You should
       deflect her attack but don't immediately combo.  Instead wait for her
       Nun-chunk to swing back and bonk her on the head, you'll get an extra
       tech point.  Then strike her down with righteous fury.  I mean, unload
       your combo.

  Get Ready! Twirl-Weak- This is a ridiculously easy attack to avoid.
       Selphie will yell Get Ready! then start swinging her Nun-chucks around
       her body 7 times while charging after you.  Avoid the temptation to
       run, jump or get out of the way.  Instead use your offense as your
       defense.  Use your lunging stab and you will deflect this attack or
       hit Selphie, either way you will not take damage and can unload a
       combo.

Phase

  Phase 1- Much like Tidus she simply uses her attacks depending on what
       distance she is at.  When you are far away she will either use Snapper
       or Get Ready! Twirl.  When she is close she will mostly likely run
       away or use Sweeping Leaves.  Watch carefully, evade, then attack.

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Wakka

       Wakka is also found on Destiny Islands and is probably the weakest of
       the FF trio.  No prep.

Attacks

  Striker-Weak- Wakka rears back then throws his ball at you.  You have
       two options.  The first is to simply curve around toward him.  As he
       is rearing back angle as if you were going about and inch or two
       toward his right or left.  Then almost right after the ball is thrown
       cut straight in and attack Wakka.  Alternatively you can strike the
       ball in air.  It will then fly back and hit Wakka if you are close
       enough.  Wakka will then be stunned and execute Derp Ball! two
       times in a row.  This is your chance, strike him down with all of your
       anger (Emperor Palipatane, Star Wars: Return of the Jedi).

  Derp Ball!-Weak- Not exactly an attack per se.  If you deflect Blitz
       Wakka will stumble around tossing the ball in huge rainbow arcs at
       you.  You should never be hit by this attack.  Just rush in and attack.

       Aerial Power Striker-Strong- Wakka will leap into the air and hurl the
       ball at you complete with neat blue fire trail.  Simply avoid this
       attack by jumping sidestepping or whatever makes you comfortable.  You
       can hit it back at him much like Striker however it rarely, if ever
       hits him for a stun.  The reason is because when you strike the ball
       it heads directly for Wakka, since he is in the air he is a moving
       target and the ball will sail harmlessly past him.  Occasionally if
       you are at the right distance you will hit it as he is landing.  That
       pause during the landing will give the ball time to hit him.
       If you simply evade chances are you will not be able to retaliate
       because Wakka does this attack from far away and it is the ball is
       faster then Striker.

  Tidal Spin-Break- This attack is executed very quickly and hits in a
       full 360-degree circle.  It cannot be deflected.  Wakka will use this
       attack if you get in close to him.  He rears back right before he
       spins.  Run away you'll be fine, do not jump often times you will be
       hit by the trailing end of the attack.

Phases

  Phase 1- Wakka differs from the other FF Trio in that only one of his
       attacks easily counterable.  That attack is Striker, if he uses either
       of his other attacks you are best off simply dodging and waiting for
       him to use Striker which he does 2 out of three times.  Striker and
       Aerial Power Striker are executed from a distance while Tidal Spin is
       only activated when you get in close.  Note, Wakka will not use tidal
       spin if you charge in quickly after Striker or when he is stunned from
       having Striker deflected.

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Final Fantasy Trio

       After defeating all of the FF Trio individually you can talk to Tidus
       and fight all three at once.  The battle is very tough it will take a
       couple of tries.  One of the more difficult battles in the game in my
       opinion.  Especially since you can't just level your way out of the
       problem.  Well you can but it's not very easy.  In any case here's the
       breakdown.  I might even recommend waiting till day two on the islands
       so that you can get the Protect Chain.

Attacks

       No one has any new attacks.  They all use the same attacks as before
       only now they will do it all together.

Phases

  Phase 1- Immediately run between Selphie and Wakka slightly closer to
       Wakka.  Your lock on should put you to Wakka, keep running till Wakka
       winds up to use Striker then turn and deflect with a bit of luck
       you'll stun Selphie as well.  Now you have a good five or six second
       opening where it's only Tidus and Selphie against you.  Focus on
       Selphie first because her attacks have a lot of range and sweep.
       She'll hit you often from off screen which is a nuisance and if you
       hear Get Ready! you have to knock her out of it or she WILL hit you.
       Tidus on the other hand will use mostly Rising and Falling Strike
       which are easier to avoid while focusing on Selphie.  As a general
       rule you want to be constantly moving since this prevents crowding.
       This will also help you avoid being hit by Tidus or Wakka while you
       are hitting Selphie.  Make sure Tidus is to the side of you when you
       let Selphie have a combo.  That way his Rising and Falling Strikes
       will be useless against you.  If he is in front of or behind you
       during a combo he will hit you with them knocking you out of your
       combo.  You want to be moving perpendicular to Tidus.  Depending on
       what stats you made for your character you should be able take Selphie
       down before Wakka recovers.  Selphie seems to have lost all counter
       ability in this battle so just keep wailing away once you've knocked
       her down once.  The stride in your combo should keep you away from
       most damage while you are beating Selphie.  If you didn't make Sora
       strong then take breaks to runaway and stun Wakka anytime you hear him
       start throwing again, he makes a hah sound.  Carry on till Selphie
       goes down.  Then stun Wakka again and it is practically the same as
       fighting Tidus alone.  Once Wakka is all that is left use the same
       strategy from before.  If you are having trouble stunning Wakka in the
       beginning simply circle around him until Tidus and Selphie execute an
       attack at nearly the same time.  Then they should be far enough from
       you for you to have an opening to  stun Wakka.  This is not nearly as
       effective because Tidus and Selphie will most likely hit you a lot
       while you are running in circles.  Enjoy your potion.

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Riku

       You can fight Riku up on the circular island in Destiny Islands.
       He's really tough if you aren't paying attention and effectively
       countering his attacks.

  Lilting Slash-Strong- In this attack Riku pivots on his leading foot
       and spins to attack from his left in a horizontal sweep.  This attack
       has a 270 radius hitting every but his back right.  This attack has a
       verbal cue in that he yell hah as he begins the actual slash.  His
       sword moves slightly more in front of his chest as he winds up.  Then
       as the move begins his the move but he yells hah which  is a dead
       give away. Either deflect then attack or evade by moving to his right
       then attack.  He uses this move both independently and as a third
       strike after Tousai.  He likes to use it right after he jumps and
       sometimes when he's just walking around.

  Tousai-Weak- This is Riku's basic combo.  He pulls his sword back toward
       his right ear then strikes across his body toward his foot.  Then he
       will pause for a fraction of a second and swing across his body back
       toward his right ear.  Just deflect this as he is pulling back for the
       first strike then attack.  You should never see the second slash.  If
       he executes it from far away, and you can't deflect in time, know that
       he will almost always follow up with Lilting Slash.

  Kip Up Kick-Strong- This is Riku's most deadly move and it gets almost
       everyone killed.  When Riku gets knocked down he curls up then vaults
       in the direction his feet are facing.  This attack does incredible
       damage and is hard to avoid because unless you are at a dead stop when
       he goes over you won't be able to evade.  You can deal damage to him
       while he is down but it is hardly a fair trade.  Just get out of the
       way.  If you are looking for a true challenge try synching up your
       combo to deflect his Kip Up Kick it's tough but not wholly impossible.
       Not for the dexteritially challenged.  He rocks slightly before
       attacking.

  Do Re Mi Counterstrike-Quick\Weak- In this attack Riku stands still
       and taunts you while holding his sword across his body.  If you attack
       you will be deflected.  Usually Riku lets you attack three times then
       he yells "My Turn!" and attacks with an overhead vertical strike.
       Sometimes he will counter on the first or second strike but that is
       rare.  It's caused by not hitting him three times during a previous Do
       Re Mi, because it is a cumulative three.  For instance if you hit him
       once while he was guarding then ran away till he came out of guard
       stance then the next time he goes into Do Re Mi he will attack on the
       second strike of that round.  Just hit and pause then repeat until he
       counters it's just safer.  Now this move is listed as Quick\Weak
       because you can counter the overhead slash but it is VERY hard to
       time.  Sidestepping is much more reliable and still allows you to
       unload your combo.

  Thrust-Weak- A basic thrust attack that is deflectable.  First he'll
       reset his feet; it looks like a little shuffle.  As he's doing that
       he'll pull his sword back away from his body then he lunges forward
       very much like Sora's lunge.  Sidestep this attack because unless you
       are very far away this attack acts like as if it were Quick.  He
       rarely uses this move but just be aware.

Phases

  Phase 1- Riku fights much like the other children on the island only
       with more variety and deadly kick counter.  Here's how the battle
       should go.  Hold still when the battle starts and Riku should jump and
       land directly behind you.  He'll then execute a Lilting Slash. Counter
       however you see fit and count how many times you hit him.  This means
       you here the solid thunk sound and get the orange misty looking stuff
       that indicates a landed blow.  It is very important that you keep
       count.  Now he will jump or walk around for bit.  Just keep tracking
       him and be ready to counter whatever attack he uses.  Now when you
       counter his next attack after your fourth blow,counting the blows from
       the last combo, that is successfully landed get the hell out of the
       way.  After every fourth hit Riku will fall down then execute his Kip
       Up Kick which is super deadly.  When he jumps up on the tree and
       taunts you do not attack him.  He block or counter but it messes up
       the Kip Up Kick count somehow.  Just wait him out.  Almost all of his
       attacks also have huge pauses after they are executed so if he
       executes while far away charge in and land a few good shots.  Now
       simply continue countering being careful not to get hit by the Kip Up
       Kick.  Riku is vulnerable after all of his attacks so just be patient
       and you can easily defeat him without being touched.

  Key Points
       +Keep close count of your attacks
       +Stick with him and counter
       +Don't hit him while he is on the tree

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6.Administratia

       Credits
               Thanks to Jun for a.) Loaning me the money to buy my PS2 and
               b.) for helping me with the Japanese.  Without him this FAQ
               would never have been at all. Hmmm Squaresoft maybe? I can
               also credit my roommates who are a constant source of
               criticism nagging and annoyance.  But who are also the source
               of a lot of useful info like how to use this "com-pu-tar"
               thing.  Extra kudos to Rob for posting this in his webspace.


       Email Info
               You can contact me with questions ideas etc. at
               [email protected]

       Version history

               Version 0.1b
               -Put in all the information for Destiny Islands then
               had to sleep and go to class.
               -Riku, Tidus, Wakka, Selphie, FF Trio added
               -Darkside Alpha and Beta Added
               -Came to realization that this level of detail will require
               time.  Bear with me.

               Version 0.2b
               -Fixed the formatting (I hope) thanks to a new text editor
               -Cleaned up my writing to make it more clear yay Proofreading.
               an this was unclear before.
               -Added some info about Darkside Beta
               -Added  to Table of Contents

       Copyright Information

               This Document is copyright GreenRunner 2002.  No one may
               alter, reproduce or post this in anyway without direct consent
               from me the author.  Instead of distributing it simply let
               people know about GameFAQs much easier and more useful for
               your friends.  Do not forget to get permission from GameFAQs
               first.  Feel free to email me with "Copyright" in the subject
               if you do really want to reproduce or distribute this FAQ.  I
               will check your email then respond within 3 business days.