kingdom hearts 358-2 days
TRANSCRIPT
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Wiki Guide PDF
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Introduction
Basics
Walkthrough
Walkthrough part 2
Walkthrough part 3
Walkthrough part 4
Walkthrough part 5
Walkthrough part 6Walkthrough part 7
Walkthrough part 8
Walkthrough part 9
Walkthrough part 10
Walkthrough part 11
Walkthrough part 12
Walkthrough part 13
Walkthrough part 14
Walkthrough part 15
Walkthrough part 16
Walkthrough part 17
Walkthrough part 18
Walkthrough part 19
Walkthrough part 20
Walkthrough part 21
Walkthrough part 22
Walkthrough part 23
Walkthrough part 24
Walkthrough part 25
Walkthrough part 26
Walkthrough part 27Walkthrough part 28
Walkthrough part 29
Walkthrough part 30
Walkthrough part 31
Walkthrough part 32
Walkthrough part 33
Walkthrough part 34
Walkthrough part 35
Walkthrough part 36
Walkthrough part 37Walkthrough part 38
Walkthrough part 39
Walkthrough part 40
Walkthrough part 41
Walkthrough part 42
Walkthrough part 43
Walkthrough part 44
Walkthrough part 45
Walkthrough part 46
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Walkthrough part 47
Walkthrough part 48
Walkthrough part 49
Walkthrough part 50
Walkthrough part 51
Walkthrough part 52
Walkthrough part 53Walkthrough part 54
Walkthrough part 55
Walkthrough part 56
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Introduction
Introduction
As time goes on, the DS is emerging as the home of the Japanese RPG, and Kingdom Hearts is the
latest to jump on board. Square's new take on their series packs a lot of the same gameplay
fundamentals as previous games in the series, but with a new structure, and a darker tone. There's a
lot to do here, from optional missions to challenges, and it proves to be easily more than 40 hours
worth of content. IGN Guides is here to help you through all 358 days, but we're still looking for that /2.
In this Kingdom Hearts 358/2 Days strategy guide, you'll find:
BASICS // A starter course to help you get ready for your journey.
WALKTHROUGH // Tips for every mission, and how to unlock them.
Guide by: Travis Fahs
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Basics
Kingdom Hearts 358/2 Days Basics
The Right Loadout: You can't change equipment or re-stock items in mid mission. You'll have to
consider what the right tools are before engaging a mission, which can sometimes be difficult to
judge. Our walkthrough will advise you of these choices in general, but you can also read the mission
description to get an idea of what sorts of enemies you'll face. It never hurts to pack extra potions into
any spare slots you might have.
Elemental spells are very potent, of course, and usually most of the enemies you face are of a few
basic types, so balance isn't generally a concern. Obviously your supplies of certain spells may be
constrained at points, but barring that, there's no compelling reason to try to have a bit of each.
Your weapon is important too. You'll notice weapons have unique combos that make them
advantageous against certain enemies. Some use a few, more powerful strokes, while others are
combo intensive, perfect for crowd control or juggling a boss to keep him disabled (some bosses can
be stunned and others can't). There are aerial-oriented gears, and these are often very useful against
bosses, which tend to be tall and require jumping attacks.
Hidden Missions: Throughout the game, you'll have opportunities to unlock missions that would be
otherwise inaccessible. Talk to everyone each day. Sometimes, someone will give you an
assignment, and ask for some kind of proof that it has been completed. This is how most are
unlocked. Others are more esoteric. All of the specific mission unlock criteria are discussed in ourwalkthrough.
Should you miss any hidden missions (and indeed some of them are a pain to get), don't worry.
Although you can't go back and meet the unlock criteria, all missions will be available as post-game
content after completing the final day.
Attack Weak Point for Massive Damage: The vast majority of enemies in the game have
weaknesses. These can be as simple as certain spots (for example the head of Armors is an obvious
weak point). Spells too can have a particular effect, but it may not be as simple as amplified damage.
Some respond to the particular effect of a spell more, as well, so learning how to use and manage
your spells can prove useful.
Panels: Managing your panels is important. Something like a game of Tetris, you'll find panels of
different kinds that have to link together. There are some with that take up several spots, which will
mostly be empty. These require special link panels to realize their potential. Lay these pieces out first
and fit them together as best you can, and then link them accordingly. Some, like spell multipliers and
level multipliers, work in conjunction with specific types of panels that can also be used separately.
Others require link panels, usually of a specific type (i.e. weapon link panels or jumping link panels,
etc).
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Walkthrough
Kingdom Hearts 358/2 Days Walkthrough
Day 7: Number XIV
01 Mission 0
Day 8: The Icing on the Cake
02 Mission 1
Day 9: Heartless
03 Mission 2
Day 10: Incomplete
04 Mission 3
Day 11: Keyblade
05 Mission 4
Day 12: The Closed World
06 Mission 5
Day 13: Deeds to be Done
07 Mission 6
Day 14: Friends
08 Mission 7
Days 15-17: Missions
09 Missions 8, 9, 10
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Day 22: Left Behind
10 Mission 11
Day 23: Silent Companion
11 Mission 12
Day 24: Silence Broken
12 Mission 13
Day 25: Two Keys
13 Mission 14
Day 26: Terminated
14 Mission 15
Days 51-54 Missing
15 Missions 16, 17, 18, 19
Day 71: Reunion
16 Mission 20
Day 72: Change
17 Mission 21
Day 73: The Promise
18 Mission 22
Day 74: Trio
19 Mission 23
Days 75-79: Inseparable
20 Missions 24, 25, 26, 27 ,28
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Day 94: Hearts
21 Mission 29
Day 95: Nobodies
22 Mission 30
Day 96: Xion's Keyblade
23 Mission 31
Days 97-100: Transfer
24 Mission 32, 33, 34, 35
Day 117: Secrets
25 Mission 36
Day 118: Lazy Day
26 Mission 37
Days 119-122: Work to Do
27 Mission 38, 39, 40, 41
Day 149
28 Mission 42
Day 150: Fear
29 Mission 43
Day 151: Distress
30 Mission 44
Days 152-156: The Wrong Buttons
31 Mission 45, 46, 47, 48, 49
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Day 171: Love
32 Mission 50
Day 172: Sound of the Surf
33 Mission 51
Days 173-176: Lies
34 Mission 52, 53, 54, 55
Day 193: Memories
35 Mission 56
Days 194-197: Like It Should Be
36 Mission 57, 58, 59, 60
Day 224: Anomaly
37 Mission 61
Days 225-227: Quietude
38 Mission 62, 63, 64
Day 255: The Longest Day
39 Mission 65
Days 256-258: News
40 Mission 66, 67, 68
Days 277-280: Searching
41 Mission 69, 70, 71, 72
Day 296: Confessions
42 Mission 73
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Day 297: Contact
43 Mission 74
Day 298: Fracture
44 Mission 75
Day 299: Sora
45 Mission 76
Day 300: Shutdown
46 Mission 77
Days 301-304: Vacant Place
47 Mission 78. 79, 80, 81
Day 321: Waning Power
48 Mission 82
Days 322-326: The Program
49 Mission 83, 84, 85, 86, 87
Day 352: Sunset
50 Mission 88
Day 353: Resolve
51 Mission 89
Day 354: Truth
52 Mission 90
Day 355: Unsaid, Unheard
53 Mission 91
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Day 357: Tears
54 Mission 92
Day 358: Believe
55 Mission 93
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Walkthrough part 2
Kingdom Hearts 358/2 Days Walkthrough
Day 7: Number XIV
You can explore a bit and get caught up on the back story if you need a refresher. If you just want to
get on with things, then talk to Axel. Agree to go to the round room.
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Walkthrough part 3
Kingdom Hearts 358/2 Days Walkthrough
Day 8: The Icing on the Cake
Saix will send you on your missions. Talk to him.
Mission 1: This is a basic tutorial. The jumping lesson requires no explanation. The treasure hunt is
easy too. The chest is in the northernmost area you can reach. The return point is near where you
started.
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Walkthrough part 4
Kingdom Hearts 358/2 Days Walkthrough
Day 9: Heartless
Mission 2: This is just a basic combat tutorial, to give you a chance to get a feel for chaining and
basic hack-and-slash. There's not much real danger here.
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Walkthrough part 5
Kingdom Hearts 358/2 Days Walkthrough
Day 10: Incomplete
Mission 3: Saix sends you to Twilight Town. This is another simple training mission. Wander around
the lower parts of the town and hack up the seven enemies. They're marked on your map if you need
help, but this is very, very easy.
Afterwards, you're given an optional second objective. In this case, it's more or less the same as the
first, but this time some of the enemies are on rooftops, to you might have to look around for the stairs
to get up. It's still no sweat.
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Walkthrough part 6
Kingdom Hearts 358/2 Days Walkthrough
Day 11: Keyblade
Before you set out, go to your start menu and set up your panels. Equip Potion and Fire. Now, talk to
Saix as usual.
Mission 4: This is a little magic tutorial. Make sure that you're close enough that the little targeting
reticule appears over the enemy, and then cast fire. After this, you'll have a tougher battle where you'll
want to use a healing item. There are ethers littered all over. Remember you can still move about
while navigating the menus, so stay alert. You will likely need to heal at some point in this fight.
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Walkthrough part 7
Kingdom Hearts 358/2 Days Walkthrough
Day 12: The Closed World
Mission 5: This is your first recon mission. You have to find all the points of interest and examine
them. Look at the two nearby storefronts and the road between them. Don't worry about the storefront
in the east. After this, you'll be forced into a conversation and a cut scene.
There's another investigation that follows. Once again, there are three required points and some red
herrings. In the southwest corner, there are some enemies milling about in front of a shuttered
passageway. Kill them and examine it. Go east along the southern edge of the map, and by the stairs
leading down to the small courtyard, there's another point to examine. In the northeast there's anothershuttered passage with some enemies to kill.
There's also an optional objective after this. Examine the floor in the isolated courtyard in the south
(toward the middle), and the back wall by the road in the courtyard in the northeast.
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Walkthrough part 8
Kingdom Hearts 358/2 Days Walkthrough
Day 13: Deeds to be Done
Mission 6: This is just a very simple tutorial on limit breaks. Just hold the attack button and unleash
your fury.
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Walkthrough part 9
Kingdom Hearts 358/2 Days Walkthrough
Day 14: Friends
Mission 7: This is a basic kill 'em all mission. In the first area, fight the handful of enemies in the
street and then follow the path into the next area, where you'll be forced into a fight with barriers.
Prioritize the Posessors, since they're more dangerous than the little Yellow Operas. After this fight,
you can take a detour south to get a chest with a potion.
Head north. The Orange Tangos are a bit more powerful and best fought with aerial combos. This
fight is a little easier than the last, and there's a potion in the chest in this arena. Time to RTC.
On the way back, you can fight two encounters in the Station Heights area and one in the Side Streetarea to meet your bonus objective quota.
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Walkthrough part 10
Kingdom Hearts 358/2 Days Walkthrough
Days 15-17: Missions
As the name would imply, you now have a choice of missions. Only the first is required. You've also
earned the ability to block, which you should equip (along with roll, if you haven't) and practice with.
Mission 8: This is a very linear mission. You need to eliminate seven watchers. These aerial enemies
are a bit tougher than most of the enemies you've faced, and they have some speedy projectile
attacks. For this reason, it's a good mission for honing your dodging and blocking skills, as these will
prove invaluable. In the arena fight at the end, there are chests, one with a Potion and one with Iron.
No bonus objectives this time, so just RTC.
Mission 9: You should remember the layout of this level pretty well from the recon mission. There's
also a new area accessible, The Woods, which you can reach through a crack in the wall to the east.
This will take you to the Old Mansion. There are a lot of Dire Plants here, and your blocking skills will
be very important. With judicious timing, you'll knock their projectiles right back at them for easy kills.
Most of the chests in this stage have Potions, but the one at the top of the stairs leading to the upper
level has a Blazing Shard and a Fire Recipe by the shutter in the northeast. On the way back there's a
bonus objective where you have to fight a single Zip Slasher. This powerful enemy has some
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predictable patterns, but despite this, hit-and-run tactics work better than blocking because they're
lower risk. This is a pretty challenging objective.
Mission 10: This one is a survival mission. All you have to do is last a minute, fight or flight.
Realistically you should do a bit of both, since enemies infinitely respawn. Run until the enemies gang
up on you and then strike back when they close in, fight them off until you have some clear space,
and then run around and waste more time. If you try to do it all one way or the other, you'll make
things much harder.
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Walkthrough part 11
Kingdom Hearts 358/2 Days Walkthrough
Day 22: Left Behind
Mission 11: There are enemies along the way to the Guardian, but they're all critters whose patterns
you should know by now. Head down into the tunnels. In the central part of the map, there's a switch
to open the door (pictured). In this room there's a green switch. Go through that door and then head
northeast to the purple switch to the exit (pictured).
There's another area before you get to the boss, but it's linear and easy. The Guardian is not that
hard. His big attack is a beam move, and it's a slow animation that is easy to predict. Any time you
see him face down and start to glow, just dodge left or right. Focus mostly on the Guardian and don'tworry so much about the little guys.
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Walkthrough part 12
Kingdom Hearts 358/2 Days Walkthrough
Day 23: Silent Companion
Before you embark on your next mission, set up Doublecast with some Fire spells in your panels set
up. This mission will benefit from some solid fireball skills.
Mission 12: There's mostly Minute Bombs and Dire Plants around, so you know what to do. Go west
to Side Street, and then go northeast to the Underground Passage. Make your way south (some ways
are blocked off but there are no switches) to enter the Tunnel.
The Poison Plant isn't a very tough boss. Just avoid the slow projectiles, keep your distance, and let
your fireballs rip. Trying to hack it the slow way is a bit tougher but it can be done.
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Walkthrough part 13
Kingdom Hearts 358/2 Days Walkthrough
Day 24: Silence Broken
Mission 13: Really dumb, simple mission. These guys are fast and there's a lot of them, but they're
practically defenseless. This should be a massacre.
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Walkthrough part 14
Kingdom Hearts 358/2 Days Walkthrough
Day 25: Two Keys
Mission 14: Time to fight Darkside. Make sure you have your block ability installed. You'll have to
fight through Station Heights to get to the plaza. Darkside has a very rigid, predictable pattern. First
he punches the ground and creates a circle of darkness. Then he does a pitch motion with a large
wave you have to jump over. After this he shoots spherical projectiles from his abdomen that you
need to block – this is a good chance to attack his fists. After this he reaches into the ground and
pulls out a meteor and then hazardous projectiles rain from the sky.
All of these attacks are very easy to read, and repeat in order, so there's no reason to get caught offguard. Attack either of the hands using jumping attacks. During the part where he shoots from his
abdomen, you can attack without jumping and use magic if you like. This isn't a hard fight.
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Walkthrough part 15
Kingdom Hearts 358/2 Days Walkthrough
Day 26: Terminated
The mog shop has just opened up. You've been fighting for a while with no way to spend your hard
earned Munny, so you can really go on a shopping spree here. There's lots of good equipment to
check out.
Mission 15: Grab the Panacea from the chest. Don't bother investigating things in this area. Hit the
switch and go through the gate to Agrabah Street. Here you'll find some boxes stacked up in the
middle of the street. Destroy the bottom ones and then push the remaining crate over to the similar
looking crates nearby so you can climb up to the upper level.
On the wooden scaffold in the west, examine the wall. Nearby if you keep climbing up, there's a
switch that opens the way to Agrabah Gate. Don't go through just yet. Go over to the east side and
get on the analogous wooden scaffold on that side. Examine it.
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Go to Agrabah Gate. Examine the big pile of sand in the southeast. There's also a door on a building
in the northwest to check out. With these points all checked, you'll get a breakthrough. Head back to
Agrabah Street. To make it back to the Palace area, you'll have to go up on the scaffold on the east,
and then take the alternate exit.
There's an optional objective here as well. Examine the big gates in the north of the Palace. Now goall the way back to Agrabah Gate and examine the blocked off exit in the south.
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Walkthrough part 16
Kingdom Hearts 358/2 Days Walkthrough
Days 51-54: Missing
Mission 16: Load your Triplecast up with Blizzard before you head out. In the Palace area, get the
chest with the Loaded Gear. Watch your map this time for the locations of the Fire Plants. If it lands
right, one Blizzard cast can destroy these guys, so this isn't too hard if you're properly equipped.
There are two in the Palace area, one on the ground and one on a rooftop.
On Agrabah Street, there's one on a small sand pile, and the other higher up on the eastern
scaffolding. Down by Agrabah Gate, there's a Barrier Master protecting the Fire Plants. Knock him off
his book with a magic cast and he'll be vulnerable to your combos. Once the Barrier Master is dead,kill the Fire Plant on the ground and then hunt down the two lurking in the corners on the upper level.
On your way out get the Unity Badge on the sand pile in the southeast. The optional objective
involves killing more plants on the upper part of Agrabah Street, but you probably can't do this right
now.
Mission 17: Back to Twilight Town. This one is linear. In Station Heights there's a large Poison Plant,
but you might want to just skip it. The Tailbunker actually isn't too hard. His barrage of fireballs is easy
to block, and his stomp move can be avoided by just staying in the air as much as possible. Very
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simple patter, focus on air attacks and he'll be dead in no time.
Mission 18: This is a new kind of mission. The idea is to collect all the emblems while they still have
that green ring around them. The emblems' rings are activated by collecting another ring or killing an
enemy, so try to move from one to another quickly, and if you run out of time, kill an enemy and
quickly collect another.
Make your way to the upper level in the west of Agrabah Gate. Collect the Unity Badge in the cornerand then exit through the upper level door. There's an emblem right near here. From here you can
trace a pretty clear path around the periphery of the stage, working counterclockwise. There's a stray
out in the open floating seemingly out of reach. We prefer to save this one for last. Kill an enemy and
then climb on top of the stand with the blue tarp roof, up to the level above and then jump toward it.
There's an optional objective in the Palace area as well. This one isn't as forgiving. Enter from the
upper level. There's a Fire Plant here, right by one badge. If you drop down behind the Fire Plant, you
can get another badge, but if you miss this one, this mission becomes difficult. The rest aren't much
trouble, luckily, so it's mostly about starting right.
Mission 19: This is just like Mission 13, but a little harder so make sure to have a couple Potionsequipped. Still not terribly difficult, and magic casts help for cleaning up the strays. There's also aUnity Badge on one of the rooftops in this area, so make sure to collect that before returning to the
castle.
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Walkthrough part 17
Kingdom Hearts 358/2 Days Walkthrough
Day 71: Reunion
Mission 20: This is sort of a collection mission. Destroy the shadow blobs. They don't fight back. The
first one is on Side Street near the east exit, which you can reach by jumping on a crate (assuming
you don't destroy it). There's another easy one by the southern exit, and two more are very obvious in
the Sandlot, along with an Ordeal Badge.
In the Tram Common, things get a tad more complicated. The first is on a wall just up ahead from
where you came in, but you have to jump to reach it. There's a fairly obvious one in the open area in
the west.
Go to the buildings in the north and look for the one on a green wall, which should be easy to jump
and hit. There's one more on a rooftop in the east. Get this by going up the stairs to get to the top
level, and then going east onto the green rooftops and jumping over. With these done, you'll get a
Mission Complete.
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Of course you can still see plenty of other blobs around, and some of these seem harder to get.
There's an easy one in the northernmost room that you might have gotten already. In the room in the
south of Tram Common, there's a shadow blob with a Guardian by it, so be prepared for a fight.
Most of the rest have to be sniped with magic. It's hard to aim, so I hope you packed lots of casts. Try
to use the center camera button (right shoulder) to test your aim before you waste a cast. There's alsoone in the northeast that you can jump around a corner to without any magic, but it's a tricky move.
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Walkthrough part 18
Kingdom Hearts 358/2 Days Walkthrough
Day 72: Change
Mission 21: Despite the description, this is actually a follow mission. It's pretty simple, but a bit
tedious. You need to keep Pete in your line of sight while avoiding his. You can actually let him out of
your view for about a second but you need to get him back in sight quickly, so keep this in mind when
positioning yourself. You mostly want to stay close behind him. Luckily he never makes any 180
degree turns.
Follow him to the Cave of Wonders and go inside. This is where the real hunter mission begins. Fight
all the Orange Tangos around, and then push the crate over to the statue on the opposite side anduse it to climb on the statue and up to the upper level where a switch opens the gate.
With the gate opened, move the gold statue to the other side and line the crate up next to it so you
can climb up and exit to the Pillar Room. If you kill all the enemies in this area (and you got all of them
in the Entrance Hall) then a Large Armor will spawn. Attack it from behind and knock it down and then
let loose on his head.
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If you'd like to keep going for the optional objective, go to the northeast corner, and look for a large
stone switch. This will get the pillars moving, so go to the middle and get on the lowest one and then
platform your way over to the eastern exit. This will bring you to The Abyss. Drop down into the
chasm, and you'll land on an upper part of the Entrance Hall not previously accessible. If you
completed the main objective, this are will have more heartless to kill to complete the bonus objective.
There's also a Unity Badge here.
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Walkthrough part 19
Kingdom Hearts 358/2 Days Walkthrough
Day 73: The Promise
Mission 22: Welcome to Beast's Castle. Make sure to get the Block power up from the chest on the
left. In the Courtyard, get the Ordeal Badge on the right. Push the statues onto the light circular marks
on the ground to open the passage ahead.
Inside, there are locks that you have to hit to make your way around. There are lots of Soldiers here,
but they go down easy. Eventually you'll come to a stretch of hallway with a lot of boxes. There's a
crack in the wall where you can exit to the Entrance Hall. There's a Unity Badge under the stairs in
the east side.
The Sergeant is in the south of this area. The main attack of his to worry about is his spinning kick, so
watch him do it from a distance a couple times so you get the timing down. Killing him is a matter of
simple hit and run techniques. After the fight, remove the bolt from the door to exit back out to the
courtyard.
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Walkthrough part 20
Kingdom Hearts 358/2 Days Walkthrough
Day 74: Trio
Mission 23: Make your way to the Sandlot (south from where you start). The enemies thus far aren't
any real concern. You'll eavesdrop on a conversation. After this make your way to the Underground
Passage. From here you can reach the southern exit (which was previously closed off until you visited
the Sandlot).
You'll meet Pence. After you speak with him, head back to the Sandlot and listen to the two gossiping
kids again. Talk to them after the event, and they talk about their "usual place." Turn around and go
back into the Side Street and exit east to Under the Tracks. You can examine a lot of things in thissmall room, but check out the green barrel by the door.
Go back and talk to Pence at the same place he was before. This time he quizzes you. The correct
answers are C, B, and C. Now, go to the Woods (east from Tram Common). In the south part of this
area, there's a tree shedding leaves. Jump up and strike it, to trigger the event and then go to the Old
Mansion.
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The Veil Lizard isn't too tough. He has a tail swipe that he performs very frequently when you're in
range. This doesn't do much damage, but it will knock you back. Basically, you want to do a quick
comb, block, and then repeat. Occasionally he will make himself invisible, and you'll have to find him
based on his projectiles and strike him.
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Walkthrough part 21
Kingdom Hearts 358/2 Days Walkthrough
Days 75-79: Inseparable
If you completed the previous set of mission (16-19) you can talk to Axel twice to unlock a bonus
mission, 28. If you forget to do this, don't worry. At the end of the game, you unlock all missions as
Holo-Missions, so you can still 100% the game.
Mission 24: Make your way to Agrabah Gate. Fight off the Scarlet Tangos and Abu will drop a gem.
Now set out for the Cave of Wonders. Head to the upper level exit in the Entrance hall and examine
the panel near the door.
Head into the Pillar Room, and use the switch in the northeast to get the pillars moving again. Make
your way across the pillars to the northeast where you'll find a new torch switch (it looks like a torch).
Make your way to the Abyss and go down the stairs on the right to find another one. Notice it has
three pluses on it, and does nothing. Jump down to the upper level of the Entrance hall to find the #2
torch block.
Now go back to the Abyss and give the third block a whack. This raises platforms leading across the
Abyss. Hit the wheel switch and then cross quickly before the door closes. Also grab the Unity Badge.
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Examine the statue in the Hidden Room. Pete appears to fight you. He's not too tough. His punches
are easy to dodge, but his "bowling" projectile is a little more troublesome. It has a decent wind up, so
just try to jump it. It's easier at longer range, obviously.
Mission 25: This is another rally mission. Walk out, kill a Yellow Opera, and get the nearest badge.
Go north, up the stairs, and then across the bridge on the top floor. The hook in this mission is thatyou don't actually have to get the badges while they're green, since the optional objective isn't
possible on your first playthrough. Just wander around and grab the badges littered everywhere untilyou get an RTC authorization. Also, don't forget the Unity Badge in the north, floating by the bridge.
Mission 26: This is another shadow glob mission. In the Palace area there is only one. To reach it
you need to exit into Agrabah Street and come back to the Palace from the upper area and use magic
to shoot the glob. From the Agrabah Street side of this door you can also shoot another glob (pictured
right).
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By the upper level, southwest exit in Agrabah Street you can find a very easy glob to hit. Go to
Agrabah Gate now, and climb up to the northeast corner for another easy one. This is Mission
Complete, but getting the optional objective is easy, so let's keep going. Also, grab the Unity Badge
on the wooden ledge on the north side.
Drop down from northwest exit in Agrabah Gate to get another easy glob. The last one is by the chestin the southwest.
Mission 27: Exit to the Entrance Hall. There are some claw marks on the wall in the southeast part ofthe room. Examine them, and go outside to the Courtyard. Examine the birdseed on the floor in the
southeast.
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Now go to the West Hall (take the stairs in the Entrance Hall). Make your way past the patrolling
Lumiere and up the stairs to the West Wing. Here you'll have to fight a Snapper Dog. Fight it with a
frontal assault. Afterward, another examination section begins.
Near the top of the stairs there are some footprints to examine. Head north and examine the entrance
to the master bedroom. Mission complete.
The optional objective is easy. Just go to the Entrance Hall and examine the doors on the lower floor.
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Mission 28: Pack some good casts for this one. It's basically a kill 'em all mission. The most difficult
part is going to be when the Sergeants gang up, so this a perfect opportunity to hang back to a safe
distance and use magic to soften up your opponents. There's also a bit in the Entrance Hall where
you'll have to stealth-loot treasure chests while Cogsworth patrols.
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Walkthrough part 22
Kingdom Hearts 358/2 Days Walkthrough
Day 94: Hearts
Mission 29: Get the Unity Badge in the hall, and then exit south into the West Hall. Notice Lumiere's
patrol pattern has changed a bit, so watch him from the stairs. He does three sweeps back and forth
one direction and then changes direction and does three sweeps the other way, so time it to run
through between the direction changes. Get the Valor Gear and the Combo Tech from the chests at
the end of the hall. The actual way ahead is much easier to get to in the northwest of the West Hall.
You can bypass Lumiere entirely this way.
There are a couple Snapper Dogs in the next room. This is a good occasion to bust out the magic, atleast until one of them is dead. Climb up the junk in this room to get to the upper level and take the
exit.
You're now in the Secret Passage. The Neoshadow is nearby. It's not really a proper boss, no harder
than Sergeants or Snapper Dogs, so you shouldn't need much help.
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Walkthrough part 23
Kingdom Hearts 358/2 Days Walkthrough
Day 95: Nobodies
Mission 30: Pretty simple mission. Go to Agrabah Street and flush out all the enemies. You need to
be thorough, so remember to check by the upper level exits, and use the crate to climb up to the
upper level switch.
When all the enemies are dead, go to the Palace. Assuming you didn't leave any enemies in Agrabah
Street, you'll see a Barrier Master is protecting a Large Armor. Hit the Barrier Master with a fireball
and close in on him. Once he's gone you can finish off the big guy and then call it a day.
There are a couple fire plants in the middle of Agrabah Street after this, if you want the optionalobjective.
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Walkthrough part 24
Kingdom Hearts 358/2 Days Walkthrough
Day 96: Xion's Keyblade
Mission 31: Pack a lot of magic for this one. Your attack is badly crippled here and Xion gains a
keyblade and gives up magic. Play support and use casts or just watch Xion do her thing. Get the
Ordeal Badge just west of where you start. Exit east.
In the West Hall, there are more Snapper Dogs. Go south and east to find Cogsworth patrolling. Make
sure to get the Unity Badge as you run past. In the Entrance Hall, there's an Ordeal Blazon and some
Ether in chests. Exit north in this room.
The fight with the Bully Dog is pretty simple, because you aren't that involved. It can put mute on youso you can't cast, so stay out of range and just fire off magic casts while Xion does her thing. There's
not much else you can do.
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Walkthrough part 25
Kingdom Hearts 358/2 Days Walkthrough
Days 97-100: Transfer
Mission 32: Grab the ordeal badge on the yellow canopy. Go to Agrabah Gate and keep going south
to the Sandswept Ruins.
This fight is a real-deal boss battle. The Antlion has two phases. The first isn't too much trouble. He
circles in the sand. Catching him can be pretty hard, but he's fairly vulnerable. After a while, he'll
emerge and shoot waves of sand at you. These are pretty easy to strafe/dodge, but it can be hard to
get close to him at this point so consider magic.
Once his life is mostly depleted, he'll emerge from the sand and tornado will form around him, acting
as his shield. It's hard to outrun him, so you may need to block. He throws out stone blocks that
explode after a few seconds. You need to hit these back at the Antlion, and after a few of them land,
he'll stop and be vulnerable for a few seconds. Also watch out for the laser attack. This is best
avoided by running toward him.
Mission 33: You have to destroy all the jars, and some of them will randomly contain powerful
enemies. This isn't very hard. The key is just to keep moving. Once you stumble on the enemies, you
don't want to hang around, so just run to the other side and hit some jars over there. As long as you
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keep putting enough distance between you and your pursuers, you'll be fine. Don't forget the easy
Ordeal and Unity Badges.
Mission 34: The Aerial Masters aren't really that easy. The first one is Agrabah Gate, surrounded by
Loudmouths. These enemies can't be pitbulled very effectively. You need to hit them and then be
ready to dodge back when they counterattack.
In the Sandswept Ruins, in the northeast, you can find a Unity Badge by a chest, and the secondAerial Master right nearby. This fight is a bit easier because he isn't supported by the smaller
enemies. There's a second one in the south of this area. The final one is also in the Sandswept
Ruins, near the middle, south of the entrance. These fights follow the same basic pattern, so it gets
easier.
Mission 35: Another basic heart collector mission. Pack some fire magic for this one, not just for the
Snapper Dogs that will gang up on you in the West Wing. Keep your distance or try to separate them
so you don't get squished. The Undercroft has a huge number of Icy Cubes, so save some fire here.
This is a big paydirt as far as filling up your mission gauge, too.
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Walkthrough part 26
Kingdom Hearts 358/2 Days Walkthrough
Day 117: Secrets
Mission 36: This one kicks off with a brawl. The Li'l Cannons are a new enemy type, so notice their
pattern. They launce artillery into the air and it comes down at a spot marked on the ground. This can
be hard to outrun so learn to block them. When the fight is over you can begin your investigation
mission.
Start off by investigating the big gates in the south of the area you're in. After this, look at the big
leader board right behind the RTC. There's a corresponding board on the west side of this area that
you also need to examine (make sure you look at the part all the way on the right).
Go inside now and look at the trophies on the shelves. Now talk to Phil. Tell him you want to train.
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The training minigame isn't anything exciting. Try to whack barrels into each other, and use the darker
colored ones to take out multiple at once. Don't spend too much time running or positioning yourself,
as the time limit is a primary obstacle. It doesn't matter how well you do, anyway, although a score of
100 or more will mean you can get a Bronze in the Castle on day 149.
If you'd like to go for the optional objective, go to the west side and look at the gold trophy again, andthen go outside and look at the big statue on the east side.
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Walkthrough part 27
Kingdom Hearts 358/2 Days Walkthrough
Day 118: Lazy Day
Mission 38: This is another minigame. You don't have to achieve any particular score, but you should
go for a score of over 50 in order to unlock Mission 49, and you should also try to get the Unity Badge
by the sign.
The mechanics of the game are simple. Just whack the ball into the air with a combo, and then jump
up to meet it and get off a full air comb and keep it afloat. Regardless of whether or not the early hits
of the combo land, the third one will be the important one to get it airborne. You'll probably have to
fight with the camera a bit unfortunately, so watch for a shadow.
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Walkthrough part 28
Kingdom Hearts 358/2 Days Walkthrough
Days 119-122: Work to Do
Before you head out on your missions, talk to Luxord. He asks you to equip a weapon with two link
panels. Note that not all weapons are capable of this, so break out one that is (Wild Gear for
example) and load up any two link panels and talk to him again. This will unlock Mission 41. Also,
check out all the new gear at the shop.
Mission 39: Another investigation mission. The enemies are a bit stronger here, so pack for combat.
In the Entrance Hall, investigate the locked door on the lower floor in the northeast. Now go out to the
courtyard. There are Sergeants and Neoshadows waiting. Once the area's clear, inspect thefootprints by the northeastern statue.
Go back to the Entrance Hall and exit east to the East Wing. Cogsworth is patrolling but his pattern is
a simple, slow, counterclockwise rotation. Examine the slightly open door in the east. Now go through
the Entrance Hall's north exit to the Ballroom. There are three Snapper Dogs, so it might be a good
time to bust out the magic. Examine the floor in the center of the room. This should trigger your first
breakthrough.
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Head for the West Hall now. Go up the stairs to the landing and examine the torn carpet. Proceed to
the West Wing and go north. There's a Bully Dog to contend with, but luckily it doesn't have much
company. Examine the door in the north. With that you should get a Mission Complete.
There's an optional objective and it's pretty easy. Check the door in the West Wing again, and then
head back to the East Wing and check the door to Beller's room again.
Mission 40: Pack lots of Thunder spells for this one. You start off with a fight against some Flare
Notes and Jumbo Cannons, which are a lot like the Li'l Cannons you fought before. You'll advanceautomatically after this fight, so make sure to loot both chests before you finish off your foes.
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After this, you fight the Clay Armor, a more powerful version of the Large Armor. You can handle him
the same way, jumping and hitting his head, but casting Thunder will knock him down automatically,
allowing you to wail on his head. After this he'll leap and do a butt stomp move, so get out of the way.
Don't forget to nab the Ordeal Badge before the fight ends.
More training. This one is a lot harder. Soldiers count for boosting your chain too, so try hittingexplosive barrels into groups of enemies, and make sure to keep your momentum up to keep the
multiplier high. Down the line there's a reward for you if you score 130 or more in this part, but youdon't have to hit a specific score to move on.
For the bonus objective talk to Phil about more training and just focus on killing soldiers by any means
Mission 41: Loot all the chests outside and then head in. In the Vestibule, grab the Unity Badge and
then head into the Coliseum. This fight with the Deserters is wide open, but also notice the Soldiers.
The Soldiers will respawn while the Deserters are still around, so don't put too much effort into killing
them, but don't let them gang up on you either. All told, an easy mission.
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Mission 42: Pack a few Aero casts for this mission. You can fight the Li'l Cannons outside if you want
since they have good drops, but it's not important. Loot the chests and go inside. The fight is in the
Coliseum.
This fight isn't easy, but once you get the hang of it, it's not too bad. The Li'l Cannons respawn, so
don't worry about them unless you're farming drops. The Morning Star is invulnerable when spinning,but you can get him out of this a few ways. First, you can block him when he spins into you. This is
the best way, but maybe the hardest. You can also hit him with Aero, or you can knock barrels intohim. This will stun him for a minute, during which you should hit his head like a Large Armor. After this
he does a jumping attack, which is fairly easy to dodge.
Before leaving the area, make sure to get the Unity Badge, and the Ordeal Badge and Blazon (air-
dash from the stairs).
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Walkthrough part 29
Kingdom Hearts 358/2 Days Walkthrough
Day 149
Don't forget to talk to Xigbar twice to get a Bronze if you managed to get 100 points in the first training
minigame.
Mission 42: Welcome to Halloween Town. There's an Ordeal Badge and a chest with a Cure Recipe
right at the start. There are new enemies here. The Creepworms are just popcorn, but the Skater
Bombs are a little tougher. When they're almost dead a timer ticks down and they explode.
Just fight your way around the Town Square and to the north, where you'll come to the Graveyard.
The ghosts in this area can be harder to fight. You need to hit them with Aerial Combos, so weapons
like the Nimble Gear are a huge advantage here. If you didn't miss anything, finishing this fight will
complete not only the main mission, but the optional objective as well. There's also a Unity Badge
here which you have to get by going from a dash into a combo.
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Walkthrough part 30
Kingdom Hearts 358/2 Days Walkthrough
Day 150: Fear
Mission 43: Pack for a boss fight (magic and potions), and consider a good aerial-friendly weapon
(we went with Nimble Gear+). There are some good synthesis materials in the courtyard (Bronze and
Aero Recipe). Go through the small passage to the Entrance Hall Upper Level and snag the Ordeal
Badge in the middle before exiting north to the Ballroom.
Drop down to the lower floor and head for the exit. As you approach, you'll be confronted with the
Giga-Shadow. Focus on killing the smaller enemies first, and then when only the boss is left, hang
back and spam fireballs at him. He goes down pretty fast.
Leave the Ballroom and make your way west to the West Hall. The Dark Follower is a swap of the
Darkside boss you fought in Twilight Town. The patterns haven't changed any, but he's much more
powerful now. The key here is to be good in the air. The Nimble Gear's insane aerial combos are a
big boon here. It's safer to hang out behind him for the most part and then move in and attack his
hands.
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Walkthrough part 31
Kingdom Hearts 358/2 Days Walkthrough
Day 151: Distress Mission 44:This is a hybrid emblem/boss stage. The green rings around the emblems only matter for the optional
objective, and this stage doesn't lend itself to running from one emblem to the next, so it's mostly
about killing an enemy before you grab one. In Station Plaza, there's an emblem on either side of the
steps, and also an Ordeal Badge. In the Underground Passage, things are pretty obvious, since the
halls are narrow and linear. The only key is that when you kill an enemy and collect the emblem in the
southeast, you will have to rush to get the emblem at the end of the hall in the southwest, since there
is no enemy near it to activate it (assuming you're going for the optional objective), so try locating it
first. There's also a room with a yellow switch to enter that has a Poison Plant in it and two emblems.You'll need some decent skills to grab these.
In the Secret Passage, there are two emblems in the entrance room, easily snatched after defeating
the Giga-Shadow. The one at the end of the passage is too far away, but if you look in the chest,
there's a Cymbal Monkey you can kill to activate it.
Flip the switch in the northeast of the Underground Passage and exit to Side Street. Go to the room
Under the Tracks to get a Unity Badge. Avalanche is just down the road. This is another mission
where you're better off packing the Nimble Gear for mean air combos, although you can knock him to
the ground and let loose on him that way. Fire and Thunder magic are very effective in this fight, so
be sure not to hold back on the casts.
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Walkthrough part 32
Kingdom Hearts 358/2 Days Walkthrough
Days 152-156: The Wrong Buttons
On Day 153 make sure to talk to Luxord. If you got 50 points or more on the ball juggling mission, you
will unlock Mission 47.
Mission 45: Make sure to loot the Phantom Gear right when you start. This is a kill 'em all mission
with a twist. The enemies are all hiding. You'll have to search locations and pop balloons to find them.
The first can be found in a lamp post in the area you start in. Now go into the Town Square and
search the guillotine (you have to jump). These are the kinds of hidden critters you're looking for.
Also, we hope you packed lots of fire cast, because it makes thawing those ice cubes a lot easier.
Now, go to the Graveyard. Pop the two balloons for obvious finds. Now grab a bone and give it to
Zero. He'll show you where the rest are: In the doghouse, in one of the statues on the right and left of
the sarcophagus. Notice that these locations aren't real obvious and you may have to jump or fiddle
with your angle of approach to get them. For this reason, it's easiest to let Zero show you rather than
describe every location.
In addition to the five in the Graveyard and the one in the lamppost, there are five in the Town
Square. The locations of all of them (except the Town Entrance one) are marked below.
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Mission 46: Basic filler kill mission. The Ice Cannon is new, but easily destroyed by fire. Loot the
chests (Bronze!) and get the Unity Badge by the leaderboard.
Go inside and do some more training. Just milk the loudmouths for hearts. You get a bonus later on if
you score over 150, but for the purposes of this mission, go for kill count and knock the barrels right
into groups of Loudmouths. You can retry until you hit Mission Complete anyway.
Mission 47: This is your introduction to Wonderland. Make sure you have high jump equipped for
this. Go to the big room and drink the potion to shrink. Now you can jump on the table and in thecorners to fish out the enemies in this room. When they're all dead, you'll notice something behind
one of the chairs.
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Examine the chair. The Lurk Lizard is another palette swapped boss. He's fairly challenging though,
as he disappears a lot more often. Look at you map to see where he is, and avoid his projectiles or
he'll blind your radar. You'll have to hit and run a bit to avoid his tail swipes, too.
Mission 48: Pack a lot of Blizzara casts. Before leaving Agrabah Gate, get the Ordeal Blazon in the
northeast corner. Head into the Cave of Wonders. There's a Large Armor and the Solid Armor. Ignorethe Large Armor, as it respawns. The Solid Armor has to be felled by whacks to the head just like its
weaker cousin, so a weapon with good air combos helps. Once he's on the ground, shoot his headwith the best ice magic you have (likely Blizzara). This deals a lot of damage, and speeds up the fight
tremendously. Apart from that exploit, he's not that different from other armors you've fought.
Mission 49: This is a pretty straight hunter mission without a lot of compelling secrets. The entire
mansion is accessible and there are enemies in every room. If you kill them all you'll get the main and
bonus objectives. The Ice Cubes are new, but they're very prone to fire magic and easily dispensed.The chests are obvious, but the Unity Badge on the upper level of the Ballroom is easier to miss, so
don't forget it.
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Walkthrough part 33
Kingdom Hearts 358/2 Days Walkthrough
Day 171: Love
Mission 50: There are a few areas in this stage, but it's very linear, and the main focus is the boss,
the Infernal Machine. This is a fun fight, but fairly difficult. When he uses the mallet or the bombs, just
keep moving. When he throws barrerls, find a spot between two and minimize your moving back and
forth. The key here is the cannon phase. A well timed block will reflect shots back up at the soldiers
on deck. Kill all three and it'll be fairly vulnerable for a bit, but a few Soldiers will harass you. Keep
repeating this pattern.
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Walkthrough part 34
Kingdom Hearts 358/2 Days Walkthrough
Day 172: Sound of the Surf
Once you talk to Saix, you'll be granted the "Agent" rank. This puts some new gear in the shop, which
you should check out.
Mission 51: There are lots of respawning enemies here that don't matter, so don't mess with them
unless you want experience or drops. Your target is the Pink Concertos, and they're hidden. Go to the
Biz1arre Room and use the potion to shrink down. Go to the Hedge Maze and then hang a left at the
Queen's Castle and hang a left to get to the Lotus Forest.
There are Sergeants guarding the flower buds that need to be killed. There are four buds to examine
on the ground floor and these contain the Pink Concertos. Once they've all been dealt with, the
Cheshire Cat appears and tells you there's one more. Go back out to the Queen's castle and attack
the birdcage by the throne until it lowers all the way. This will summon the fifth and final Pink
Concerto.
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Walkthrough part 35
Kingdom Hearts 358/2 Days Walkthrough
Days 173-176: Lies
Equip a weapon with three upgrade panels linked to it and speak to Axel twice to unlock Mission 54.
Mission 52: Not only is this basically the same mission as number 45. The twist here is that you'll
finally be unlocking a few new areas. You'll also have to do without Zero until you've made it pretty
far. Hit the balloon right by where you start and then go to the town square. Find the three hidden
heartless here, and then go to the Graveyard and find the heartless there. Maps of the Town Square
and Graveyard are below.
Now we get to find some new places. Hit the exploding pumpkins into the four torches to light them.
This will let you get to the Boneyard. This area likewise has some heartless to search out, and four
more torches to light the same way. These torches allow you to reach the final area, the Moonlit Hill.
You have a short boss fight with Lock, Shock, and Barrel. These three punks aren't really muchtrouble. Just try to finish them off one at a time to be most efficient. Now you can finally deliver bones
to Zero to help find any heartless that you missed. Maps of the Boneyard and Moonlit Hill locations
are below.
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Mission 53: Pack a weapon with good air combos for this one. After heading north a bit, you'll get a
cut scene and be granted the power of flight. You're digging for bosses now. In each of the pits
littered around, there's a chest with an item, as well as some heartless guarding it.
In the large, gray rock cliff east of the main island, you can dredge up the Wavecrest. This mid-boss is
a swap of enemies you've seen before, but fighting him in the air is very different. Watch out for hischarge attack. Hang back and use magic, or hit and run between strikes.
Mission 54: Grab the Unity Badge right where you start. The Dual Blade is in the Town Square, andis basically a giant Zip Slasher. Despite his size, he's pretty easy to push around, and recoils a great
deal when hit. Learn to read his wind up for his spinning attack, and you should be in good shape.
Don't worry too much about the Skater Bombs until after the boss is dead.
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Mission 55: Make sure you have Glide equipped for this mission. Go to the Bizarre Room. This is an
easy one to chain emblems in. Start with the one on the ground level, and then go to the end table in
the southwest. From here you can glide on over to the one hanging in the air, and then right to the
one left of the fireplace.
The Hedge Maze Entrance area has two emblems and they couldn't be easier. The castle area isn't
much harder. Snatch the one in the throne and then jump up on top of the hedges and run around
and grab the rest.
The Lotus Forest is harder. Go to the southeast corner and kill the enemy. Grab the emblem and the
one on the boulder, and then glide north from the boulder to the one under the lily pad. Now run to the
one by the tree in the middle of the area.
Go west and kill the enemy near the door. Grab the emblem right nearby on the ground. Now you can
hop up on the mushrooms, and onto the lily pad. Chain your way along this path and grab the four
emblems, and then turn around to see the last one.
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Walkthrough part 36
Kingdom Hearts 358/2 Days Walkthrough
Day 193: Memories
Mission 56: Loot the area you're in, and then head for the Sandlot. Here you'll find the first of the two
bosses you have to fight, the Heat Saber. Concentrate on the nearby Barrier Master and use fire
magic if you want to speed things up. Once he's gone, fight the Heat Saber. Ice magic is effective, but
it's hard to hit him with so you might be better off just slashing him. He has basic Zip Slasher moves,
but he also has a jumping move where he jumps up and land with a big explosion. This is easily
dodged by running.
Go through Station Heights and grab the Unity Badge. The boss up ahead looks awfully familiar. He'sactually pretty easy, but there's very little margin for error, as he can kill you in two hits. Early one
when he fires two beams, you can just slash him head-on, but then once he switches to the middle
beam, you'll have to hit-and-run between his attacks.
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Walkthrough part 37
Kingdom Hearts 358/2 Days Walkthrough
Days 194-197: Like It Should Be
Talk to Xigbar to get your side quest to unlock your optional mission. You need to kill 30 enemies with
Limit Breaks. This can take a while, and it doesn't count any you've done before talking to Xigbar, so
you may just want to consider doing Mission 59 later as a holo-mission.
Mission 57: There are tons of enemies in the Bizarre Room, but you can skip past this if you're not
farming experience or trying to rack up those Limit Break kills. Head for the Queen's Castle, and you'll
see a cut scene. When you return to the Hedge Maze Entrance, a new path has opened up.
The Hedge Maze is a stealth area. Guards patrol in nonsense back and forth patterns, frequently
staring at the wall, so the timing isn't very complicated. Make your way all the way around the maze to
the northeast corner and you'll find all three Commanders. The fights themselves are no big deal.
Mission 58: This is another scavenger hunt kill mission. Kill the guardians of the treasure holes, andthen search each one for treasure and Artful Flyers. The three wining spots are the southern hole on
the island you start on, one on the long island just west of the RTC, and then a small island in the
southeast of the map. They're not that different to fight than the Air Battlers.
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Mission 59: If you have one, equip a luck charm like the Lucky Ring for this one. Make your way to
the Tram Common. There's a Tailbunker waiting here, so if you have an aerial-oriented weapon, you'll
have an edge. Now you'll have to root out the Guardians that drop Shining Shards and collect the
drops. There's one in the south near the downstairs alcove, there's one in the north on a roof. The last
one is in the northwest corner. Once all three are gone, go to the northern room in the Tram Common
to find a bonus one for the optional objective.
Mission 60: Time for the second round with the Avalanche. He's just flying around in the open thistime. His pattern hasn't changed. Just hit him with fire magic from a safe distance and when you
move in to melee attack, try to go for the tail so you won't be in danger of a counterattack.
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Walkthrough part 38
Kingdom Hearts 358/2 Days Walkthrough
Day 224: Anomaly
Mission 61: Don't worry about the fight outside, just grab the Ordeal Blazon and raid the chests, and
then head into the Coliseum and talk to Phil. The first couple rounds are easy, with basic soldiers and
Hover Ghosts.
After this, Striped Arias and Ice Cannons gang up for the third round. Firia will make short work of the
Cannons, so do this first. This is followed by a fight with the Tailbunker. Hit barrels into him to knock
him to the ground and then go nuts on him.
You'll have a quick fight with Xigbar, but don't waste too many items/casts on this since it ends afterabout 1/3 of the fight. Dodge left and right to avoid the projectiles.
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The Guard Armor is a real epic boss fight. He has a few phases. In his initial phase he s walks
forward with a series of slaps. Between attacks, hit him a few times in the head. After knocking off a
bit of health, he'll drop his head, and you have a great opportunity to attack with magic or strikes. The
final phase has you attacking the disembodied limbs. The pattern repeats after this, and it's a long
fight.
Once you get down into the final life bar and destroy all the limbs, he becomes very vulnerable,
relying mostly on a tornado spin attack for offense.
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Walkthrough part 39
Kingdom Hearts 358/2 Days Walkthrough
Days 225-227: Quietude
There are two bonus missions you can unlock here. It's easy to forget to check this time, since these
opportunities usually come when there's more than one initially selectable mission.
Win a Challenge Sigil from Mission 58 and talk to Axel to unlock Mission 63.
Open all chests in Mission 51 and talk to Demyx to unlock Mission 64.
Mission 62: Grab the Ordeal Badge right by the RTC, and the Unity Badge above the guillotine in theTown Square. Head for the Moonlit Hill. You won't have much resistance until you hit the Graveyard,
at which point Hover Ghosts will rear their ugly head en masse. You can just skip ahead if you like,
though. When you get to Moonlit Hill, light the three lanterns with exploding pumpkins to open new
paths. One is a shortcut back to the Graveyard, and the other leads to Boneyard 2.
The Carrier Ghost is hiding in the Balloon in Boneyard 2. He's a pretty easy mini-boss, and you can
take him out with good aerial combos. If you want to speed things up with magic, Blizzara will disable
him and make him very susceptible to your attacks while frozen. If you mostly attack him in the air
from the side or back, he really won't be able to fight back very well.
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Just when you thought it was over, you'll be confronted by the Tentaclaw right at the exit. This enemy
is a bit tricky to fight but he doesn't have a ton of health, so he's a good candidate for testing out your
newly powered up Limit Break, should you find yourself in a corner.
Mission 63: There are four Shadow Globs in the Rabbit Hole. In the Bizarre Room, you can find one
glob in each corner, one in the fireplace, and one in the middle of the floor, for a total of ten thus far.
There's only one in the Hedge Maze Entrance. There are five total at Queen's Castle, including oneon the ceiling, and one tucked away in the southeast corner.
The Lotus Garden is the next stop. There's one in the southeast corner, one on an upper deck lily
pad, one on a stalk also on the upper tier, one tucked under the upper west exit, one in the north on
the lower floor.
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If you want the optional objective, go to the Tea Party Garden. There are four globs here (and a Lurk
Lizard), but you can't reach the northeast one until your jump is powered up, so you'll have to save
this for subsequent plays.
Mission 64: One of the much-despised Emerald Serenade fights. Pack lots of Fira. Follow him
around. You'll see at one point he passes under a rock tunnel. Wait at the end of this tunnel for him toapproach you and hit him with Fira as he passes. Blizarra works as well. He'll die before long. Even if
you run out of magic, you can corner him here easily.
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Walkthrough part 40
Kingdom Hearts 358/2 Days Walkthrough
Day 255: The Longest Day
Mission 65: Head right for the Queen's castle, and then back to the Hedge Maze Entrance (grab the
Air Slide in the chest while you're here) and into the maze. There are switches in the maze this time.
The first is right in front of you in the southernmost path. Now head west and out the exit in the
southwest.
In the southeast corner, there's a chest with Diamond you should make sure to get (great for
synthesizing rings). On the west side, at a four way intersection, you can find the second switch.
Make your way clockwise around the periphery and at 12 o'clock, go south to the heard of thenortheast quadrant and find the second switch in this area.
Head to the northeast and through the exit back to the first maze area. From this direction you can
make your way east and south. The switch locations are marked below.
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Once you've gotten all four switches, you can head to the Bizarre Room to fight the Neoshadow. Just
hang back and use casts for this one, since he doesn't really use any projectiles or long range
attacks. Fire and ice attacks seem equally effective.
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Walkthrough part 41
Kingdom Hearts 358/2 Days Walkthrough
Days 256-258: News
Mission 66: Three Tentaclaws appear in the Town Square. You can eliminate them easily by hitting
the pumpkins into them.
There are four more Tentaclaws waiting at Moonlight Hill. Use ice magic on these guys to get through
them quickly, and then exit up the new ladder in the west.
There's lots of treasure and an Ordeal Badge at the bridge, but not much action. The real fun starts
across the bridge in the Manor Ruins. The Leechgrave is a giant, difficult boss fight. There are a few
different strategies you can take, and you'll likely use a bit of both. If you kill all four of the Tentaclawsaround the Leechgrave, it'll be disabled momentarily and it'll take greater damage. This doesn't last
long, so the best strategy is to trigger a limit break to maximize this vulnerability. You can knock off
nearly half of the boss's life bar this way.
The other way to attack is simple hit and run. Charge the grave and let a good air combo rip and then
dash away quickly before the hands strike. When your farther away, the grave may also shoot at you,
but this is easy to dodge. This pattern is actually pretty simple, but if you mess up, you'll take a ton of
damage, and you'll find yourself chipping away at him, so this isn't the best way to deal big damage. It
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is, however, the right way to finish him off if his health is fairly low, so you don't have to fight the
Tentaclaws again.
Mission 67: The Emerald Serenade is patrolling the Lotus Forest. He's no threat, but he's fast, and
he can be a pain to kill. If you can, freeze him with Blizzara. Wait by the entrance and he'll come by as
he paces back and forth. This is the easiest place to kill him, and there's not really a lot of danger.
Mission 68: Pack a lot Blizzara Grab the Unity Badge before heading out. This is a kill 'em all missionwith Loudmouths and Solid Armors. Head back into Agrabah. Kill the Loudmouths first and then focus
on the Solid Armor. Loudmouths can heal themselves and the Armors, so if you don't root them out,
you'll be crying later. You can knock them down with ice magic or by hitting their heads. We prefer to
pack an air-friendly weapon and use combos to knock them down because once it's on the ground
that Blizzard magic will do a lot more damage.
There's a very similar fight in Agrabah Street. Be sure to be thorough and root out all the Loudmouths.
After this you can head into the Cave of Wonders. This area is lower key with a couple of Aerial
Masters and Fire Plants. If you got all of them, you should have the main objective and the optional
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one as well.
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Walkthrough part 42
Kingdom Hearts 358/2 Days Walkthrough
Days 277-280: Searching
Talk to Demyx. He'll give you a mission to root out hidden enemies in Mission 62. You can just go
back to it as a Holo-mission if you missed them the first time. There are two in Town Square: one in
the left pumpkin on the west wall, and one in a lamppost on the north wall. There are also two on
Moonlight Hill: one at the very top of the hill, and one in a headstone in the northeast corner of the
area. You can just withdraw when you're done. This unlocks Mission 71.
Mission 69: Time for another boss fight. Luckily this one is easier than most if you know what to
expect. The Crimson Prankster can split himself in two. Your instinct in a fight like this would normallybe to kill one and then the other, but that's not wise here. When you kill one, you'll have only a few
seconds to kill the second before the surviving one will clone himself, and the new one will inherit the
health bar of the surviving twin. Because of this, you want to divide yourself pretty evenly so that
when you kill one of the pranksters off, the remaining one can be finished quickly (even if you're off in
your estimation a little, a clone of an almost dead Prankster is no big deal).
Their pattern is not really that hard. Magic isn't very effective, so you just want a weapon with good air
combos and some basic hit and run techniques.
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On the way out, don't forget to raid the two chests, get the Unity Badge from the Fireplace and the
Ordeal Blazon above the chests. There's also an Ordeal Badge and a chest by the RTC that you can't
miss.
Mission 70: Another easy Deserters mission. Get the Unity Badge in the Ballroom and then head to
the Entrance Hall. The only twist here is that there's a Barrier Master you have to kill before going
after the Deserters. This makes things take a bit longer, but there's still really no threat.
There is a little surprise waiting for you by the exit, however. The Invisible is a fun little mid-boss fight.
Hang back and watch his pattern. The main twist is that he disappears periodically and turns into a
sword that you have to dodge. As long as you don't pitbull to hard, you'll be ok, since Axel will
continue to heal you, so just hang back if you get too low – like most bosses, he isn't aggressive.
Mission 71: Another endurance mission. This is a lot like the others, but this time you have an
advantage: your glide ability. You can't jump entirely out of range of your pursuers, so it's still best to
land and let them chase you periodically, but it makes escape a lot easier.
Mission 72: This is a small, straightforward kill mission. There are a lot of Creepworms, which are
obviously no threat, and two Dual Blades. If you kill the Creepworms you can complete the mainobjective, but you'll need everything dead for the optional. This can bee pretty tough. Try your best toisolate the two Dual Blades by baiting them away from each other. Individually, they're the same basic
Zip Slasher pattern, and pretty easy if you're patient, but things can get hectic if you're in range of
both at the same time.
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You'll be glad you did this mission when you see the synthesis elements you earned.
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Walkthrough part 43
Kingdom Hearts 358/2 Days Walkthrough
Day 296: Confessions
Talk to Saix to get a new rank, and then check out the new goodies in the shop. That Champion
Gear+ is a very powerful weapon.
Mission 73: Head to Phil and enter the tourney. The first round is Sky Grapplers, which are best
handled head on. Round 2 is a little more unusual. You have only barrels to use as offense against
the Cannons. Gliding is good for evasion. Also check the Ordeal Badge behind the podium.
The third round is Snow Crystals, easily dispensed with fire magic. They're also supported by a new
cannon variant, the Switch Launcher. At close range this is pretty easy to take out, so save it for last.
In the fourth round, the Watchers are flimsy and easily killed, but they can ground you with their
attacks, which can be quite a pain, so keep alert.
Lastly, you have to fight the Stalwart Blade. He's another Zip-Slasher type. He's basically immune tomost of your magic, so your tactics are limited to the usual hit and run. Packing a strong but less
combo-heavy weapon like Champion Gear is an advantage in this stage. Limit Breaks are a godsend
for speeding things up since this is pretty much just jumping combos to the head followed by running.
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Walkthrough part 44
Kingdom Hearts 358/2 Days Walkthrough
Day 297: Contact
Mission 74: Very easy mission. Chase the imposter into the Underground Passage and swipe at him
and follow him around. Eventually he runs into the Tunnel. There's a ton of Poison Plants here, but
they're easily eliminated by blocking their shots. Get rid of them and then fight the imposter off.
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Walkthrough part 45
Kingdom Hearts 358/2 Days Walkthrough
Day 298: Fracture
The last mission gave you a linkable high jump, which means you can start upgrading your jump. You
might want to revisit some past missions now that had previously inaccessible loot.
Mission 75: Head to the Sandlot and clean up the Mega-shadows. They're way underpowered, but
there are a lot of them, so try to avoid getting surrounded.
Go to the Tram Common and get up onto the roof anyway you like. You can see the imposter's
location on your map. This is a lot like the last one, where you just have to chase her around until youcorner her in the south alcove. It's not really about dealing damage or anything.
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Walkthrough part 46
Kingdom Hearts 358/2 Days Walkthrough
Day 299: Sora
Mission 76: This is the first Shadow Globs mission in quite some time. There are a couple chests on
the islands, and the first glob is on the north side of the most northeastern island. There's a
Wavecrest guarding it, but he's not as tough as he once was. There's another on a small triangular
rock all the way in the west. If you go all the way south and look north, you should be able to see one
on a round rock.
Now, go to the ship. In the front of the ship, you'll find the first one. Fly up to the sails to find the
second. This will earn you a Mission Complete.
For the optional mission, just head into the ship's cabin and get the last two. Very easy.
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Walkthrough part 47
Kingdom Hearts 358/2 Days Walkthrough
Day 300: Shutdown
Mission 77: Pack as much magic as you can for this mission, with an emphasis on fire and thunder.
Go to the ship's cabin to meet up with Tinkerbell. Examine the piano for some Mithril and grab the
Unity Badge. Now search the northwest corner by the door for the first of two map fragments. There is
one outside on the ship. Search the steering wheel on the back of the ship. Also grab the Ordeal
Badge in the middle crow's nest.
Now, exit back out to the The Night Sea. If you got both map pieces, there will be six stars marked on
your map. Swing your weapon at these spots to dig up holes. Once you've dug up the right ones,head north again, and Captain Hook will summon the Phantomtail.
The Phantomtail is a lot like the other bird-type bosses, except he can teleport away from physical
strikes, making him hard to damage. Thundaga magic is very effective here. Fire is as well, but can
be harder to land hits. Best of all, Limit Breaks are the exception to the teleportation rule and a very
good way to deal damage.
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Walkthrough part 48
Kingdom Hearts 358/2 Days Walkthrough
Days 301-304: Vacant Place
Talk to Xaldin. If you completed all the missions/filled up the bonus gage for missions 66-68, you'll
unlock Mission 80.
Mission 78: This is an epic boss fight, the big baddie of the Neverland stage. It can be a long, tedious
fight, too. The key here is just patience. Rushing in at the wrong time will get you killed in a hurry. His
initial phase is to slowly fly around in a circle and lob fireballs and water columns at you. This isn't
very dangerous, but he's hard to attack. You have to chip away at his tail. Do this one or two swipes
at a time. It takes a while, but eventually one of his tail segments will break off and he begins the nextphase.
He'll rush back and forth. This attack is fairly hard to dodge. You need to move up and down. He can
only adjust himself so far at once so if you move far enough up or down you can dodge two waves.
When he's done, he'll shoot coins from the chest in his mouth. You can avoid this attack easily by
hiding behind a rock. After this he'll be vulnerable for a short moment and then resume flying around.
When all the tail segments are gone, the pattern changes again. He's somewhat exposed to magic at
this point, but it's better just to hang back and dodge his attacks. He'll fly around for a bit and then he'll
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go back to his coin attack. Hide right beneath him to steer clear of this. He belches coins in five waves
and after the fifth one you can attack his heart. This is a great opportunity for a Limit Break, but don't
overdo it because he'll go back to attacking quickly.
Mission 79: Bring your fire magic to this stage. You'll fight a lot of Icy Cubes in this stage. Obviously
they're easily disposed of with fire magic, but you shouldn't even need to waste magic at this point
(you'll be glad for those fire casts later). In the Graveyard, you'll reunite with Xigbar and you'll have to
fight of two Carrier Ghosts. This is just a warm up for what's ahead. Some good fire magic will make
this go faster.
At Moonlight Hill, there's a lot of Icy Cubes and Hover Ghosts. Save your magic for later. Boneyard 2
has more Carrier Ghosts, so skip it unless you're a completist. Go to the Suspension Bridge instead.
You'll fight a Snowy Crystalk, but it's a red herring.
The real boss fight is the Chill Ripper, a Zip Slasher-type that is vulnerable to fire attacks. Firaga does
some absolutely brutal damage, and he's easy to hit with it to boot, so you can make this a very, very
easy fight.
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Mission 80: This is another jar-breaking mission. The key is just to keep moving and gliding, but it's
actually a bit of BS since the jars stay broken even if you die and continue so you can just "quarter
feed" through both objectives anyway.
Mission 81: For this mission, you'll want a lot of Blizzara, and some Firaga. Head into the Hedge
Maze. There's lots of Gray Caprices around, and they drop Aerial Tech++, so you may want to farmthem. Head into the second maze area. The Emerald Serenade is patrolling. It goes around in a
circle. Find a straightaway straight away part of its route and wait for it. Toss a Blizzara into it as itapproaches (you'll have to hop a bit) and then follow up with some fire magic for some lasting
damage. Don't forget to loot all the chests in the maze before you leave (there are six in all).
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Walkthrough part 49
Kingdom Hearts 358/2 Days Walkthrough
Day 321: Waning Power
Mission 82: Equip Lucky Star for this one to increase your prize drops, since the Loudmouths drop
Gear Component D, an important synthesis item for high level weapons that has thus far been in
short supply, and the Solid Armor drops Orichal