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Map cards menu from RCOM

Room synthesis in Re:Chain of Memories.

Map cards menu from COM

Room synthesis in Chain of Memories.

Map cards are cards in Chain of Memories and Re:Chain of Memories. They are used by Sora and Riku to create rooms within the floor-worlds of Castle Oblivion through room synthesis. Map cards are only acquired at the end of a standard combat encounter, provided no enemy card drops, and the limit of 99 cards has not yet been reached (Keycards excluded). Like battle cards, a map card has a value ranging from 0 through 9, with the exception of Keycards, which are unique. Upon interacting with (hitting in the original version) a door to a room the menu for room synthesis pops up, which is where the map cards actually come into play.

100 Acre Wood is the only world that does not use map cards. Riku also loses access to several map cards and their features, as he is unable to build his own deck, nor acquire anything but attack cards. The remake includes a few new map cards, and also overhauled the contents of the rooms, including more enemies types that roam around, and objects to interact with.

Gameplay[]

Room synthesis[]

Room synthesis always requires a specific value map card to create the contents of the adjacent room, with the value being either less than, equal, or more than the given number. Cards with a 0 value can be used to satisfy any less or more-than requirement. The criterion for Keycard rooms is more in-depth; requiring multiple different cards, cards of a specific color, and enough cards to lower a set number down to zero. Because you sometimes need a specific card value of a specific type it is recommended to have one for each card type saved at all times. Note that for normal rooms the number requirement is always equal to the value used to enter that room plus one, looping back around to 0 upon using a 9-value card.

Although seemingly random, the actual shape and design of each room per map card is actually fixed, although they do vary across worlds.

Synthesizing 300 rooms grants you the bronze trophy and achievement Room Creator in the 1.5 ReMIX version.

Card types[]

Map cards themselves are divided into red (enemy), green (status), blue (bounty), and gold (Keycard) cards. Red cards can negatively or positively affect enemies, and also create rooms with rare enemies, or guarantee Premium Card drops. Green cards always positively affect Sora in terms of gameplay, by boosting his card types, or by improving the initial combat opening hit. The blue cards are used to generate rooms with treasure chests, save points, or Moogle Shops. Lastly Keycards are used for specific singular rooms per floor to advance the story, or access unique treasure in a Room of Rewards.

Drop rate probability[]

Drop rate per value
Value 0 1 2 3 4 5 6 7 8 0
Chain of Memories 10% 5% 5% 15% 15% 15% 15% 10% 5% 5%
Re:Chain of Memories 15% 15% 15% 10% 10% 10% 10% 5% 5% 5%


Drop rate per card per world in Chain of Memories
Card Traverse Town Agrabah Olympus Coliseum Wonderland Monstro Halloween Town Atlantica Neverland Hollow Bastion Twilight Town Destiny Islands Castle Oblivion
Red map cards
Tranquil Darkness 17.5% 8% 7% 8% 7% 8% 10.6% 7.77%
Teeming Darkness 17.5% 8% 7% 8% 7% 8% 10.6% 7.77%
Feeble Darkness 17.5% 8% 7% 8% 7% 8% 10.6% 7.77%
Almighty Darkness 16% 16% 16% 14% 7.77%
Sleeping Darkness 17.5% 8% 7% 8% 7% 8% 10.6% 7.77%
Looming Darkness 16% 16% 16% 14% 7.77%
Premium Room 1.75% 2% 1.75% 2% 1.75% 1.6% 20% 1.6% 2.8%
White Room 1.75% 2% 1.75% 2% 1.75% 20% 1.6% 1.6% 2.8%
Black Room 1.75% 2% 1.75% 2% 1.75% 1.6% 1.6% 20% 2.8%
Green map cards
Martial Waking 1.75% 15% 1.75% 2% 1.75% 1.6% 1.6% 1.6% 2%
Sorcerous Waking 15% 7% 1.75% 2% 1.75% 1.6% 1.6% 1.6% 2%
Alchemic Waking 1.75% 2% 1.75% 15% 1.75% 1.6% 1.6% 1.6% 2%
Meeting Ground 30% 1.75% 2% 1.75% 2% 1.75% 1.6% 1.6% 1.6% 2%
Stagnant Space 8% 7% 8% 7% 8% 10.6%
Strong Initiative 1.75% 2% 15% 2% 1.75% 1.6% 1.6% 1.6% 2%
Lasting Daze 1.75% 2% 1.75% 7% 15% 1.6% 1.6% 1.6% 2%
Blue map cards
Calm Bounty[a] 15% 15% 15% 15% 15% 10.6% 7.77%
Guarded Trove 16% 16% 16% 14% 7.77%
False Bounty 16% 16% 16% 14% 7.77%
Moment's Reprieve 8% 7% 8% 7% 8% 1.6% 1.6% 1.6% 2% 2.8% 10%
Mingling Worlds 20% 30% 10%
Moogle Room 8% 7% 8% 7% 8% 1.6% 1.6% 1.6% 2% 2.8% 10%
Gold map cards
Key to Rewards[b] 8% 8% 8% 12% 12% 16%


Drop rate per card per world in Chain of Memories
Card Traverse Town Agrabah Olympus Coliseum Wonderland Monstro Halloween Town Atlantica Neverland Hollow Bastion Twilight Town Destiny Islands Castle Oblivion
Red map cards
Tranquil Darkness 10% 6% 4% 4% 2% 8% 6%
Teeming Darkness 10% 4% 4% 5% 4% 2% 8% 6%
Feeble Darkness 10% 4% 2% 5% 6% 2% 2% 8% 6%
Almighty Darkness 2% 4% 12% 10% 12% 12% 6%
Sleeping Darkness 10% 5% 8% 5% 2% 2% 2% 2% 8% 6%
Looming Darkness 2% 2% 2% 8% 12% 8% 12% 6%
Premium Room 5% 7% 2% 4% 4% 16% 2% 3%
White Room 2% 4% 15% 2% 2% 3%
Black Room 5% 4% 4% 6% 2% 2% 16% 3%
Bottomless Darkness 2% 14% 5% 5% 5% 4% 10% 3%
Roulette Room 10% 6% 8% 5% 3% 3% 3% 10% 5% 10%
Green map cards
Martial Waking 5% 17% 3% 2% 5% 2% 4%
Sorcerous Waking 4% 10% 5% 5% 2% 5% 4% 2%
Alchemic Waking 4% 5% 14% 10% 4%
Meeting Ground 17% 10% 5% 8% 4% 4% 2%
Stagnant Space 10% 5% 7% 4% 10% 11%
Strong Initiative 5% 5% 5% 10% 4% 4% 4% 2%
Lasting Daze 5% 5% 5% 5% 4% 4% 2% 8% 2%
Blue map cards
Calm Bounty[c] 15% 12% 12% 17% 13% 9% 7%
Guarded Trove 14% 13% 14% 12% 7%
False Bounty 14% 13% 14% 12% 7%
Moment's Reprieve 12% 10% 10% 10% 10% 6% 6% 6% 3% 3% 10%
Mingling Worlds 17% 22% 10%
Moogle Room 10% 7% 7% 7% 8% 2% 2% 2% 2% 3% 10%
Gold map cards
Key to Rewards[d] 15% 15% 15% 16% 18% 20%

Map cards[]

The stars are used to indicate the number of Heartless that can appear as well as the size of the room. The remake's larger rooms have allowed for additional enemy encounters and on-screen appearances. More dangerous rooms will offer an increased chance at enemy cards being dropped as well.

Red cards[]

Only Sora has access to the Premium Room and White Room map cards, as Riku is unable to make use of the Premium mechanic. Bottomless Darkness and Roulette Room are also unique to the remake, with the former containing only Shadow Heartless. Roulette Room is unique for its ability to grant specific map cards and card values.

Card Heartless[e] Size Description
COM REC
Tranquil Darkness (card)
Tranquil Darkness
5
1
6
2
★★ A room where only a few Heartless appear.
Teeming Darkness (card)
Teeming Darkness
8
3
16
6
★★★ A room where many Heartless appear. Enemies often drop enemy cards in this room.

(Increases the enemy card drop rate by 2.5.)
Feeble Darkness (card)
Feeble Darkness
5
2
6
3
★★ A room where Heartless with weak cards appear.

(Decreases enemy card value by 2, to a minimum of 1.)
Almighty Darkness (card)
Almighty Darkness
8
2
7
3
★★ A room where Heartless with strong cards appear. Enemies often drop enemy cards in this room.

(Increases the enemy card value by two, and the drop rate by 2.5.)
Sleeping Darkness (card)
Sleeping Darkness
3
3
5
5
A room where Heartless are drowsy and easy to ambush.
Looming Darkness (card)
Looming Darkness
8
2
10
4
★★★ A room where Heartless attack relentlessly. Enemies often drop enemy cards in this room.

(Increases the enemy card drop rate by 2.5.)
Premium Room (card)
Premium Room
3
2
8
3
★★ A room where victory often leads to Premium Bonuses.

(Increases the Premium Card drop rate from 0.1% to 10%.)
White Room (card)
White Room
2
2
3[f]
3[g]
★★★ A room where only White Mushrooms appear. What happens when you defeat White Mushrooms?

(Guaranteed to receive a Premium Card on satisfying a White Mushroom.)
Black Room (card)
Black Room
2
2
3
3
A room where only Black Fungi appear. What happens when you defeat Black Fungi?

(Guaranteed to receive a Calm Bounty or Roulette Room on victory, when playing as Sora and Riku, respectively.)
Bottomless Darkness (card)
Bottomless Darkness
13
6
★★★ A pitch-dark room where many Heartless appear.
Roulette Room (card)
Roulette Room
10
3
★★★ A room where victory often leads to Roulette Bonuses.

(Has a 15% drop rate for the Roulette Bonus.)

Green cards[]

The various Waking cards will raise the value of all indicated cards by two, which can be helpful when you are using a lot of weaker cards. However, they will also make 0-value cards somewhat useless. Riku is unable to acquire the Sorcerous and Alchemic Wakening cards as he is unable to use magic cards nor item cards. Sora's Meeting Ground is also ineffectual when friends are not available, such as the first visit to Destiny Islands.

Card Heartless[e] Size Description
COM REC
Martial Waking (card)
Martial Waking
6
2
8
3
★★ A room where attack cards are more effective.

(Increases the value of the indicated cards by 2.)
Sorcerous Waking (card)
Sorcerous Waking
6
2
8
3
★★ A room where magic cards are more effective.

(Increases the value of the indicated cards by 2.)
Alchemic Waking (card)
Alchemic Waking
6
2
6
3
★★ A room where item cards are more effective.

(Increases the value of the indicated cards by 2.)
Meeting Ground (card)
Meeting Ground
6
2
7
3
★★ A room where a friend card appears at the beginning of all battles (if your friends are with you).
Stagnant Space (card)
Stagnant Space
5
2
5
3
★★ A room where the Heartless move slowly.
Strong Initiative (card)
Strong Initiative
6
2
10
3
★★★ A room where striking first in the field does additional damage to Heartless.

(The damage dealt to the first group of heartless is always 80% of their maximum HP, unless you hit them with an explosion, in which case it is 90%.)
Lasting Daze (card)
Lasting Daze
6
2
10
3
★★★ A room where striking first in the field stuns all Heartless that join the battle.

Blue cards[]

Riku is only able to use the Moment's Reprieve and Mingling Worlds cards.

Card Heartless[e] Size Description
COM REC
Calm Bounty (card)
Calm Bounty
A room containing treasure. No Heartless.
Guarded Trove (card)
Guarded Trove
5
2
7
3
A room where treasure is guarded by Heartless.
False Bounty (card)
False Bounty
5[h]
2
5[i]
3
A room where only one treasure chest is real. Opening a fake chest leads to a battle with Heartless.
Moment's Reprieve (card)
Moment's Reprieve
A room where you can save your progress. No Heartless.
Mingling Worlds (card)
Mingling Worlds
??? ??? ??? A room where anything could happen.
Moogle Room (card)
Moogle Room
A room where you can trade cards at the Moogle Shop.

Random Joker[]

Random Joker (card)

The Random Joker is a new map card only available in Re:Chain of Memories. It works similar to the Mingling Worlds, but can also be used on any non-Keycard door to fulfill any requirement. Because of this it is recommended to save it in case you ever need a specific card type and value. Jokers cannot appear in Traverse Town, and everywhere else they have a drop rate of 1.3%, which changes to 4% and 0.7% in Beginner and Proud Mode, respectively.

Keycards[]

The Key to Rewards card only appears on the seventh floor and onwards, however, the card will not appear at all if you already have one in your possession, or if you have already opened both chests in the Room of Rewards on each floor. All Keycards do not take up a map card slot, so you can still acquire them even if you have a full set of 99.

Card Description
Key to Rewards (card) Key to Rewards Allows access to a secret room with rare cards and sleights.
Key of Beginnings (card) Key of Beginnings A room where untold stories unfold.
Key of Guidance (card) Key of Guidance A room where untold stories unfold.
Key to Truth (card) Key to Truth A room where Sora fights against a boss.

Named rooms[]

Unknown Room[]

Unknown Rooms are room templates similar to Tranquil Darkness, except they are only used when a room is created automatically, such as upon entering a new world on a floor. Unknown Rooms also appear whenever you exit a Keycard room, which always happens into a fixed adjacent room, thus creating an Unknown Room if it has not been entered yet. The room where the bossfight with Marluxia takes place is also named as an Unknown Room.

Room of Beginnings[]

The Room of Beginnings is the first story room that can be accessed in a world, and it is usually used to introduce the main characters of that world. After the room's completion, it is sealed, and the hero is usually given a Key of Guidance Keycard. In Castle Oblivion, Sora is given the Key to Truth Keycard instead. Its card is emblazoned with the Keyblade symbol on a blue background.

Room of Guidance[]

The Room of Guidance is the second story room that can be accessed in a world, and it is used to set up the climax of the world's story and lead into the final battle. After the room's completion, it is sealed, and the hero is given a Key to Truth Keycard. Its card is emblazoned with the Heart symbol on a blue background.

Room of Truth[]

The Room of Truth is the final story room that can be accessed in a world, and it usually contains the battle against the world's main villain. After the room's completion, it is sealed, and the hero is transported to the world's exit, a Conqueror's Respite room. In Destiny Islands in Re:Chain of Memories, Riku's Room of Truth contains two boss battles, and he can choose to leave the room and save between them. Its card is emblazoned with the Heartless emblem on a blue background.

Conqueror's Respite[]

The Conqueror's Respite is a tall room that is only accessible after defeating a world's boss. It contains a Save Point and the world's exit on its highest platform, and usually has a tall ladder from the entrance to the highest platform. There are never any Heartless in this room. In Sora's Story, Sora is directly transported to the room after completing the Room of Truth, but in Reverse/Rebirth, Riku is merely put back in the room he was just in, and he must make his way to the exit on his own. After the first time through a world, the Conqueror's Respite is only accessible if the level is entered through it, like the Unknown Room.

Room of Rewards[]

The Room of Rewards, known as the Hidden Chamber in Chain of Memories, is a Keycard room within each world that contains a treasure chest with a specific card or sleight. The remake includes an additional chest for each Room of Rewards, containing either an attack card based on a new Keyblade or an enemy card from an Organization XIII member, which require completed savefiles from other games to become available. Room of Rewards are accessible until both chests have been opened, until then the opened chest will function as one from a Bounty room.

Because these Rooms often contain powerful cards and sleights it is recommended to open them as soon as possible once the Key to Rewards card becomes available, as they can only be carried one at a time.

Opening at least ten treasure chests inside a Room of Rewards grants you the bronze trophy and achievement Treasure Hunter in the 1.5 ReMIX version.

Notes[]

  1. Guaranteed to appear upon defeating Black Fungus in a world other than Traverse Town.
  2. The probability for a Key to Rewards are separate from the odds of other map cards.
  3. Guaranteed to appear upon defeating Black Fungus in a world other than Traverse Town.
  4. The probability for a Key to Rewards are separate from the odds of other map cards.
  5. 5.0 5.1 5.2 The first number indicates the total number of enemy encounters, and the second the total number of enemies that can appear on-screen outside of combat.
  6. Only 2 in Traverse Town
  7. Only 2 in Traverse Town
  8. Excluding the two chests containing enemies.
  9. Excluding the two chests containing enemies.
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