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PS2 | RPG | Kingdom Hearts

Boxart for Kingdom Hearts
Kingdom Hearts 42 screen shots
  • GRAPHICS: 4.5
  • SOUND: 5.0
  • CONTROL: 4.5
  • FUN FACTOR 4.5
  • AVG USER SCORE 4.7
  • AVG CRITIC SCORE 4.3
Winner of the GamePro Editor's Choice Award

Strategy Guide: Kingdom Hearts (Page 3)

Olympus Coliseum
The first thing Phil asks you to do here is complete two tests of skill. They both involve destroying all the barrels in the arena within a certain time limit. You have infinite tries to pull off the feat, but the second round can be frustrating. Try attacking while in the air, and turn off the Combo Plus ability-that should keep you from wasting time landing four-way combos on stupid, old barrels.

Phil's next mission for you is to complete a six-round tournament. The first of many in this game, the object of this contest is to survive six straight battles without saving or replenishing your items. Most enemies in this event shouldn't pose much of a problem-especially now that you've got the Cure spell.

The last round is against Cloud himself. He can be extremely challenging if you forget that you have magic on your side. Pelt him with Fire from afar and you should be able to easily outlast his sword slashes.

After Cloud, you fight Cerberus. He's got some very mean biting attacks that can be (mostly) avoided by keeping to the dog's side at all times. His most lethal attack involves a series of black pillars that shoot up from the ground; keep running to avoid them. Climb the stands of the coliseum if you need a rest and keep on plugging until he's finally down.

That concludes the bit of Olympus you have to complete right now. Phil holds more tournaments throughout the game that can net you some very useful items and weapons. Chip and Dale let you know when a new tournament takes place.


Traverse Town Again

Return to Traverse Town and use the red Trinity Mark in the alleyway behind the hotel to find Leon's sorta-secret hiding place. Go back to Cid, who suggests you pay a visit to Merlin. The wizard's house is located in the Third District, beyond a door that you need Fire to open.

Merlin is a very helpful guy-he has a special chamber you can practice your magic in without wasting MP, and his abode is also home to the storybook where Winnie the Pooh and his world of mini-games are located. You receive your first summon attack here; return occasionally to net more useful items.

After you visit Merlin, climb the ladder near one end of the Gizmo Shop in the Third District. Use the Trinity Mark on the wall up top to find the bell, and ring it three times to reveal the Traverse keyhole. You must fight the Opposite Armor, a slightly tougher version of the Guard Armor you fought before, but he should be no problem for you by now.


Agrabah

After the cut-scene, enter Main Street and head into the left-hand alley to find Jasmine hiding behind some boxes. After finding her, unlock the keyhole and jump across the shutters to reach the "second floor" of Main Street.

Follow the path across the awnings to the pole that leads to Aladdin's house. If you free his carpet, it will give you a free lift to a new area.

Aladdin is stuck in the sandpit in the middle of this section. Defeat all the Heartless that appear, and Aladdin will summon the Genie to save himself and the rest of your party. Return with them to Agrabah.


All the regular exits are sealed back in the city, so climb on the rooftops to get back to Main Street and Aladdin's pad. Take the left pole and head for the red awning to the right. Jump across at this point and you should reach the door to the Bazaar.

Jump across the window shutters, and then jump up on the stack of boxes and across to the opposite wall. This keyhole opens another door over in Main Street; hop up onto the awnings by Aladdin's house to reach it.

The next boss, the Pot Centipede, can be difficult if you don't act quickly. Attack the individual Pot Spiders until they fuse together to form a complete centipede; once they do, get to work on the head (or tail) until the spiders spread out once more. Repeat as necessary.


Your next target is the Cave of Wonders; take the carpet back to the desert. Before you can enter, you must defeat the tiger head that serves as its entrance. You need to climb up and attack his eyes to cause any damage; once you manage to jump up there, he's really something of a pushover.

The Cave of Wonders itself is kind of tough to map, but simple enough to figure out once you realize that you can swim up waterfalls. You need Aladdin in your party to activate the statues inside.

Jafar himself is very easy to defeat, but do so before he starts flying around-once he does, you must use magic to get him down. Either way, his attacks do little damage and are not difficult to dodge.

His second form, on the other hand, is invincible-except for the lamp that Iago the parrot is flying around with. Attack the lamp until Jafar can't take any more. You're now done with Agrabah and the first ring of worlds.