The Mickey cards will drop Ursula to ground level for an extended period, allowing Sora to deal lots of damage. Not a very tough battle, it just requires some cure cards and some patience. At which point Sora can begin to jump up and clobber Urusla with attacks around her head. She will be invulnerable to direct attacks at first, so use physical attacks to knock one of her tentacles out of the way. Ursula has a few attacks in her arsenal, including a lightning attack, a sweep of her tentacles at Sora, a short lived set of bubbles (which will change your controls around briefly), and a massive energy blast. Sora should now head for the room pictured above on the right, using the Key to Truth and a blue card to find Ursula, and she is in a nasty mood! Head southeast and then northeast through two rooms, then bust down the crown door (Key of Guidance and a green card required) to find the Key to Truth. Work through your best physical attacks, trying to get Cloud cards into play as they deal great damage (the downside is that Sora has to be close to Larxene to use them), also making use of a few Heal cards as her weak attacks do add up in damage after a while.Ī Thunder card is Sora's reward for victory, along with some more world cards.Ītlantica is the next destination for Sora, so take the Key of Beginnings and head through the only door, then Sora should move through the door on the southwest side of the room to find the crown door for the Key of Beginnings (also requiring a red card to open) to grab the Key of Guidance. If she raises her hands, she will strike with lightning (a quick roll will get Sora to safety), she will use three cards to pull Sora forward (run and jump in the opposite direction), she will shoot lightning bolts to one side (move out of the way), and she will use a weak physical attack, which is tough to dodge. Larxene will challenge Sora to a duel, so know her attacks to get through. Grab the Oogie Boogie card and exit the area. Note that the Mickey card will drop the fences for Sora, regardless of what level the fences are at, so make use of this card early in an attempt to drop the fences down. Continue to fight this battle, and Sora will win easily. After three successful drops of the fence, Sora can then hop into the back area to fight Oogie for a small amount of time, the fences will reset. Oogie Boogie will be hiding behind some fences, so Sora must destroy the dice that Oogie throws out (this requires a card with a value of 7, 8, 9, or 0), with each successful blocking of them bringing the fences down slightly. Now with the Key to Truth in hand, Sora must make his way to the room pictured above on the right, as that is where the crown door for the Key to Truth is (requiring a red card of 3 or less as well as a combined 30 value points from green cards), leading a bout with Oogie Boogie! Next up for Sora is a trek past the room he was just in, continuing on to the next room, followed by turning to the right to find a room containing a crown door for the Key of Guidance (this door also requires a 6 value card and a 7 value card to open). Halloween Town is the last of the current cards Sora has, so enter to find a Heartless attack! After the fight, the Key of Beginnings is Sora's, so head through the one door to the next room to move northeast to find a crown door that is for the Key of Beginnings (use it in conjunction with a 3 value card and a 4 value card).
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