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Chain of Memories journal transcript comprises the full transcript of Jiminy Cricket's journal in Chain of Memories, as well as the D Report in Reverse/Rebirth.

Notes
  • The duplicated and redundant entries in the D Report have been excluded.

For other information regarding the format and layout of this article, see the transcript guideline.

Jiminy's Journal[]

Story[]

Sora's Tale I[]

After defeating Axel

Our friends may be here...

It was that thought that led us to Castle Oblivion, where cards rule over all.

A mysterious man gave Sora a card, and using it took us to Traverse Town—of all places! It turned out the town was just a figment of our own remembrances, the first world of many that lie in Sora's heart.

And so our journey through these worlds begins.

Sora's Tale II[]

After defeating Larxene

It seems we're slowly losing our memories of what happened before the castle. And all my notes about the last journey have vanished!

But in exchange, Sora is remembering other things he must have forgotten until now—like a girl he knew when he was little.

While fighting Larxene, Sora finally remembered the girl's name...

Naminé...

Sora's Tale III[]

After defeating Riku Replica

Sora pressed on in his search for Naminé, and can you believe it? He found Riku, his best friend whom we thought was lost.

Sora was so happy, but Riku attacked him just like that, saying "I'll protect Naminé!"

What could he mean? Will something happens if Sora finds Naminé?

Sora is chasing after Riku...and the answers.

Sora's Tale IV[]

After defeating Larxene again

So Sora's memories of Naminé were false...

Marluxia wanted Sora's heart and the strength within, so he used Naminé to create fake memories and place them in Sora's heart. Larxene is gone, so we're going to the top floor to finish Marluxia. We want our memories back.

And Sora—he wants to keep the promise he remembers. Namin, may not be his friend, but in his heart, protecting her is the only choice.

Traverse Town[]

The card the hooded man gave us took us to Traverse Town, where we were reunited with Leon, Yuffie, and our other friends.

Leon acted like he'd forgotten Sora, but for whatever reason still knew his name. I guess his memory got mixed up somehow.

Aerith sensed that the town and everyone there was a product of Sora's memories. It may sound crazy, but I think she was right.

Wonderland[]

When we chased after the White Rabbit, we stumbled upon a trial in progress. The Queen of Hearts accused Alice of stealing her memory and sentenced her to death!

Angered by the shoddy trial, Sora freed Alice and hunted down the real culprit. But even after we bested the Trickmaster, the Queen refused to believe that Alice was innocent.

Fortunately, Alice's quick thinking pacified the Queen and no one had to lose their head.

Olympus Coliseum[]

Sora wanted to take on Hercules, so we all decided to compete in the games.

Hades, frantic to dispose of Hercules, hired Cloud to take him out. Cloud cooperated, think he would get his lost memories back.

But not even Cloud could best Hercules. Hades stepped in to finish the job, but we put his plans on ice.

Agrabah[]

Sora wanted to take on Hercules, so we all decided to compete in the games.

Hades, frantic to dispose of Hercules, hired Cloud to take him out. Cloud cooperated, think he would get his lost memories back.

But not even Cloud could best Hercules. Hades stepped in to finish the job, but we put his plans on ice.

Halloween Town[]

Dr. Finkelstein invented a potion that restores true memories, but it drew the Heartless to Halloween Town.

Intrigued, Sora went with Jack to look for Sally, who had nabbed the potion because she was scared of what it could do.

Oogie Boogie swiped the potion and downed it in a single gulp. But his true memories drove him mad with fear.

What if true memories do that to everyone's heart? Scary.

Monstro[]

Geppetto went out looking for Pinocchio and was swallowed up by the whale Monstro. But finding Pinocchio inside filled him with joy.

But Pinocchio felt bad about running away from home and putting his father in danger, so he set off to find a way out of Monstro.

After a run-in with a big Heartless, Pinocchio had a great idea: Why not make a commotion and get Monstro to spit us out?

With our help, the plan worked, and Pinocchio and Geppetto escaped safely.

Atlantica[]

Ariel, Princess of Atlantica, was worried about her little friend Flounder, who was nowhere to be found.

The sea witch Ursula told Ariel Flounder was trapped in the outside world, and King Triton's trident was the only way to save him.

Ariel was so worried, she stole the trident for Ursula, but it was all a trick—Ursula had Flounder all along.

With the trident's power Ursula became a giant, but we stopped her and Ariel resolved to apologize to her father, the king.

Never Land[]

Peter Pan stowed away on Captain Hook's ship to save the kidnapped Wendy.

But no sooner had she been saved that Wendy to Peter she wanted to go home to London.

Would Wendy grow up and forget about him and Never Land? Peter didn't like that one bit, and left in a huff.

Meanwhile we were just trying to get off the ship. Hook caught us on the deck, but Peter came back and bailed us out.

In the end, Peter and Wendy said their farewells, but promised to meet again one day.

Hollow Bastion[]

The Beast came to rescue Belle from Maleficent's clutches, but to his dismay, Belle acted coldly and would not go with him.

We felt bad for him, so we went to see Belle. It turned out she was only pretending to be cruel, to keep her heart and the love within safe from Maleficent.

But faced with a choice, Belle couldn't hide how she felt for the Beast, and Maleficent stole her heart.

Together with the Beast, we took care of Maleficent and restored Belle's heart.

100 Acre Wood[]

Pooh seemed to have lost his friends, so Sora stopped to help him look.

Maybe Sora saw something of himself in Pooh, since he's looking for his friends too.

Twilight Town[]

The card Vexen gave us led to a town none of us remembered.

But Sora held fast to his promise to Naminé, and we pressed on.

Speaking of which, Vexen seemed ready to say something about that, but Axel showed up, and... Well, we won't be seeing Vexen again.

Destiny Islands[]

The last card led us to the place where Sora grew up. Sora wandered the islet that was once his playground, wading through his memories to find the girl he cared for.

But when he found Naminé, she told him the bitter truth—nothing he remembered of her ever happened.

Castle Oblivion[]

Well, we've made it to the top, and many of our memories are gone. Sora can't even recall the name of the person he cares for most.

But we've made a promise. No distance can separate us, and we'll be friends even if we can't remember it to be so.

Axel is out of the way. We just have to stop Marluxia. He ordered Naminé to wipe Sora's memory, but it doesn't matter.

Sora knows that promises don't fade as easily as memories.

Card Index[]

Attack Cards[]

Kingdom Key[]

Strike: D+
Thrust: D+
Combo Finish: D+
Swing Speed: B
Element: Physical
Break Recovery: B
Required CP: ☆

The default weapon. Not very powerful, but reliable and easy to handle.

Three Wishes[]

Strike: C+
Thrust: D+
Combo Finish: B
Swing Speed: A
Element: Physical
Break Recovery: B
Required CP: A

Obtained in Agrabah. Fairly strong with a fast swing.

Crabclaw[]

Strike: C
Thrust: C
Combo Finish: B+
Swing Speed: B+
Element: Physical
Break Recovery: ☆
Required CP: B

Obtained in Atlantica. Easy to handle with an impressive recovery time after card breaks.

Pumpkinhead[]

Strike: C+
Thrust: C+
Combo Finish: D+
Swing Speed: B
Element: Physical
Break Recovery: A
Required CP: A

Obtained in Halloweed Town. Easy to handle with a fast recovery after a card break.

Fairy Harp[]

Strike: C+
Thrust: C+
Combo Finish: C
Swing Speed: ☆
Element: Physical
Break Recovery: B
Required CP: B

Obtained in Never Land. Easy to handle with a formidable swing speed.

Wishing Star[]

Strike: C
Thrust: C
Combo Finish: D+
Swing Speed: A
Element: Physical
Break Recovery: A
Required CP: A

Obtained in Monstro. Not very powerful, but very easy to handle.

Spellbinder[]

Strike: D+
Thrust: A
Combo Finish: D+
Swing Speed: C
Element: Lighting
Break Recovery: A
Required CP: B

A special attack card with lightning-based attacks.

Metal Chocobo[]

Strike: C+
Thrust: C+
Combo Finish: B+
Swing Speed: C
Element: Neutral
Break Recovery: B
Required CP: B

A special attack card that can break through physical defenses. A bit difficult to handle.

Olympia[]

Strike: C+
Thrust: D+
Combo Finish: B
Swing Speed: C
Element: Physical
Break Recovery: A
Required CP: A

Obtained in Olympus Coliseum. Powerful with a quick recovery after card breaks.

Lionheart[]

Strike: B
Thrust: B
Combo Finish: B
Swing Speed: D
Element: Fire
Break Recovery: A
Required CP: B

A special card with fire-based attacks.

Lady Luck[]

Strike: C+
Thrust: C+
Combo Finish: D
Swing Speed: A
Element: Physical
Break Recovery: B
Required CP: A

Obtained in Wonderland. A balanced weapon that is easy to handle.

Divine Rose[]

Strike: A
Thrust: D+
Combo Finish: C
Swing Speed: A
Element: Physical
Break Recovery: C
Required CP: B

Obtained in Hollow Bastion. Features a powerful strike and a fast swing.

Oathkeeper[]

Strike: B
Thrust: ☆
Combo Finish: B+
Swing Speed: B
Element: Physical
Break Recovery: B
Required CP: C

A well-balanced weapon with a very powerful thrust.

Oblivion[]

Strike: A
Thrust: A
Combo Finish: D
Swing Speed: C
Element: Neutral
Break Recovery: A
Required CP: C

A special attack card that can break through physical defenses. First-class strength.

Diamond Dust[]

Strike: B
+Thrust: B+
Combo Finish: B
Swing Speed: ☆
Element: Ice
Break Recovery: ☆
Required CP: C

A special attack card with ice-based attacks. Powerful and the easiest to handle.

One-Winged Angel[]

Strike: C
Thrust: C
Combo Finish: ☆
Swing Speed: A
Element: Fire
Break Recovery: C
Required CP: C

A special attack card with fire-based attacks. Exceptional combo finish.

Ultima Weapon[]

Strike: ☆
Thrust: ☆
Combo Finish: A
Swing Speed: B
Element: Physical
Break Recovery: B
Required CP: D

The strongest attack card to be found.

Magic Cards[]

Fire[]

Magic that deals fire damage. Stock 2 cards for Fira and 3 cards for Firaga.

Blizzard[]

Magic that deals ice damage. Stock 2 cards for Blizzara and 3 cards for Blizzaga.

Thunder[]

Magic that deals lightning damage. Stock 2 cards for Thundara and 3 cards for Thundaga.

Cure[]

Magic that restores HP. Stock 2 cards for Cura and 3 cards for Curaga.

Gravity[]

Magic that deals damage relative to the opponent's remaining HP. Stock 2 cards for Gravira and 3 cards for Graviga.

Stop[]

Magic that halts enemy movement for a set period of time. Stop 2 cards for Stopra and 3 cards for Stopga.

Aero[]

Magic that blows away nearby enemies and inflicts damage. Stock 2 cards for Aerora and 3 cards for Aeroga.

Simba[]

Simba lets out a mighty roar that deals damage to enemies in front of him. Stock more than one and his roar will also stun enemies.

Dumbo[]

Dumbo douses enemies with water over a set time period, dealing ice damage. Stock more than one to prolong the attack.

Bambi[]

Bambi bounds around and drops recovery items. Stock more than one to boost the effect.

Mushu[]

Mushu breathes fire at the enemy, dealing fire damage. Stock more than one to prolong the attack.

Genie[]

Genie casts Thundara, Gravira, or Stopra. Stock more than one and Genie will cast multiple spells.

Tinker Bell[]

Tinker Bell restores HP over a set period of time. Stock more than one to boost the effect.

Cloud[]

Cloud unleashes two successive sword attacks. Stock 3 cards to use Omnislash.

Item Cards[]

Potion[]

Quickly reloads attack cards with no charge time required. It does not work on cards that cannot be reloaded.

Hi-Potion[]

Quickly reloads attack cards with no charge time required. Even normally unreloadable cards are restored.

Mega-Potion[]

Quickly reloads attack cards with no charge time and resets the reload counter. Even normally unreloadable cards are restored.

Ether[]

Quickly reloads magic cards with no charge time required. It does not work on cards that cannot be reloaded.

Mega-Ether[]

Quickly reloads magic cards with no charge time and resets the counter. Even normally unreloadable cards are restored.

Elixir[]

Quickly reloads attack cards and magic cards, including normally unreloadable cards.

Megalixir[]

Quickly reloads attack cards and magic cards, including normally unreloadable cards. The reload counter is also set.

Friend Cards[]

Donald Duck[]

Donald randomly casts Fire, Blizzard, Thunder, or Cure. Stock more than one to power up Donald's magic.

Goofy[]

Goofy swings his shield at the enemy. Stock more than one to power up Goofy's attack.

Aladdin[]

Aladdin swings his sword at the enemy repeatedly. Stock more than one to power up Aladdin's attack.

Jack[]

Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more than one to power up Jack's magic.

Ariel[]

Ariel whirls across the field, striking many enemies. Stock more than one to power up Ariel's attack.

Peter Pan[]

Peter Pan attacks with his dagger. Stock more than one to power up Peter's attack.

The Beast[]

The Beast mows down anyone in Sora's path. Stock more than one to power up the Beast's attack.

Enemy Cards[]

Shadow[]

■ Incrementor
Increase the value of all cards by 1.

Duration: 2 reloads.

Soldier[]

■ Combo Plus
Add an extra hit to normal combos.

Duration: 3 reloads.

Large Body[]

■ Guard
Deflect frontal physical attacks and completely nullify damage.

Duration: 1 reload.

Red Nocturne[]

■ Fire Boost
Increase the strength of Fire abilities.

Duration: 1 reload.

Blue Rhapsody[]

■ Blizzard Boost
Increase the strength of Blizzard abilities.

Duration: 1 reload.

Yellow Opera[]

■ Thunder Boost
Increase the strength of Thunder abilities.

Duration: 1 reload.

Green Requiem[]

■ Cure Boost
Increase the potency of Cure abilities.

Duration: 1 reload.

Powerwild[]

■ Retrograde
Reverse the values of all cards. 1 becomes 9, 2 becomes 8, ect. Cards with value 0 are not affected.

Duration: 1 reload.

Bouncywild[]

■ Draw
Attract fallen cards and items for easy retrieval.

Duration: 5 reloads.

Air Soldier[]

■ Reload Kinesis
Reload while in motion.

Duration: 3 reloads.

Bandit[]

■ Combo Finish
Make any attack as strong as a finishing blow.

Duration: 1 reload.

Fat Bandit[]

■ Back Attack
Increase damage when striking enemies from behind.

Duration: 2 reloads.

Barrel Spider[]

■ Quickload
Reload cards instantly.

Duration: 3 reloads.

Search Ghost[]

■ Drain
Absorb enemy HP when striking with attack cards, but enemies will drop fewer items.

Duration: 1 reload.

Sea Neon[]

■ Random Values
Randomize the values of cards you use.

Duration: 1 reload.

Screwdriver[]

■ Decrementor
Decrease the values of all cards by 1.

Duration: 1 reload.

Aquatank[]

■ Auto-Reload
Automatically reload cards when they run out.

Duration: 1 reload.

Wight Knight[]

■ Float
Alter gravity to increase jumping ability.

Duration: 3 reloads.

Gargoyle[]

■ Vanish
Become invisible and reduce your chances of being hit.

Duration: 1 reload.

Pirate[]

■ All Zeroes
Change the values of all cards to 0.

Duration: 1 reload.

Air Pirate[]

■ Item Bracer
Stop enemies from breaking item cards you use.

Duration: 3 reloads.

Darkball[]

■ Cardblind
Hide the cards you hold from hostile eyes.

Duration: 3 reloads.

Defender[]

■ Protect
Decrease damage from physical attacks by the enemy. Magical attacks do normal damage.

Duration: 1 reload.

Wyvern[]

■ Reload Lock
Reload without incrementing the reload counter.

Duration: 3 reloads.

Wizard[]

■ Magic Boost
Forfeit summon card use to power up magic cards.

Duration: 1 reload.

Neoshadow[]

■ Bio
Cause enemies' HP to gradually drop.

Duration: 1 reload.

White Mushroom[]

■ Hyper Healing
Restore some HP every time you use a friend card.

Duration: 3 reloads.

Black Fungus[]

■ Random Flush
Activate a random enemy card effect.

Duration: 1 reload.

Creeper Plant[]

■ Leaf Bracer Stop enemies from breaking Cure abilities you use.

Duration: 1 reload.

Tornado Step[]

■ Reload Haste
Subtract 2 from the reload counter.

Duration: 1 reload.

Crescendo[]

■ Summon Boost
Forfeit magic card use to power up summon cards.

Duration: 1 reload.

Guard Armor[]

■ Wide Attack
Slightly extend the range of attack cards.

Duration: 30 attacks.

Parasite Cage[]

■ Dispel
Break an opponent's enemy card without fail. Nothing happens if your opponent has no enemy card in play.

Trickmaster[]

■ Value Break
When you lose a card break, reduce the value of the enemy's card by the value of your broken card.

Duration: 10 breaks.

Darkside[]

■ Mimic
Copy the enemy card your opponent is using. Nothing happens if your opponent has no enemy card in play.

Card Soldier[]

■ Attack Haste
Increase the swing speed of attack cards.

Duration: 30 attacks.

Hades[]

■ Berserk
Boost the power of attack cards when low on HP (when the gauge isflashing red).

Duration: 30 attacks.

  • Resistant to fire.
  • Stunned by ice.

Jafar[]

■ Attack Bracer
Stop enemies from breaking attack cards you use.

Duration: 20 attacks.

Oogie Boogie[]

■ Regen
Gradually restore HP. HP returns more quickly when low.

Duration: 10 uses.

Ursula[]

■ Shell
Halve the damage from magical attacks by the enemy. Summon damage does normal damage.

Duration: 5 hits taken.

Hook[]

■ Second Chance
Retain 1 HP after a critical hit, provided you have 2 or more HP left.

Duration: 3 uses.

  • Resistant to lightning.
  • Stunned by fire.

Dragon Maleficent[]

■ Overdrive
Sacrifice reload speed to power up attack cards.

Duration: 30 attacks.

Riku[]

■ Sleight Lock
Keep cards used in sleights available for reloading.

Duration: 5 sleights.

  • Resistance to fire, ice, and lighting.

Axel[]

■ Quick Recovery
Use cards even while staggering from damage.

Duration: 10 hits taken.

  • Immune to fire.
  • Stunned by ice.

Larxene[]

■ Dash
Increase running speed.

Duration: 15 cards.

  • Immune to lightning.
  • Weak against special attacks.

Vexen[]

■ Auto-Life
Revive automatically when your HP reach 0. Only a small amount of HP is restored.

Duration: 1 use.

  • Immune to ice.
  • Stunned by fire.

Marluxia[]

■ Double Sleight
Use stocked cards and sleights twice in a row. However during versus battles it bumps up the reload counter.

Duration: 3 sleights.

  • Resistant to fire, ice, lightning, and special attacks.
  • Weak against physical attacks.

Lexaeus[]

■ Warp break
Obliterate enemies with the finishing blow of a combo with a high success rate. During versus battles you can stun your opponent.

Duration: 50 attacks.

  • Immune to ice.
  • Resistant to physical attacks.
  • Weak against special attacks.

Ansem[]

■ Sleightblind
Conceal your stocked cards from your opponents.

Duration: 10 sleights.

  • Resistant to fire, ice, and lightning.

Map Cards[]

Tranquil Darkness[]

A room where only a few Heartless appear.

Teeming Darkness[]

A room where many Heartless appear. Enemies are more likely to drop enemy cards.

Feeble Darkness[]

A room where Heartless with weak cards appear.

Almighty Darkness[]

A room where Heartless with strong cards appear. Enemies are more likely to drop enemy cards.

Sleeping Darkness[]

A room where Heartless are drowsy and easy to ambush.

Looming Darkness[]

A room where Heartless attack relentlessly. Enemies are more likely to drop enemy cards.

Premium Room[]

A room where victory often leads to Premium Bonuses.

White Room[]

A room where only White Mushrooms appear. But what happens when you help them out?

Black Room[]

A room where only Black Funguses appear. But what happens when you defeat one?

Martial Waking[]

A room where attack cards are more effective.

Sorcerous Waking[]

A room where magic cards are more effective.

Alchemic Waking[]

A room where item cards are more effective.

Meeting Ground[]

A room where a friend card appears at the beginning of all battles (If your friends are with you).

Stagnant Space[]

A room where the Heartless move slowly.

Strong Initiative[]

A room where striking first in the field does additional damage to Heartless.

Lasting Daze[]

A room where striking first in the field stuns all Heartless that join the battle.

Calm Bounty[]

A room containing treasure.

Guarded Trove[]

A room where treasure is guarded by Heartless.

False Bounty[]

A room where only one treasure chest is real. Opening the wrong chest triggers a battle.

Moment's Reprieve[]

A room where you can save your progress.

Mingling Woods[]

A room where anything could happen.

Moogle Room[]

A room where cards can be traded with moogles at the Moogle Shop.

Key of Beginnings[]

A room where untold stories unfold.

Key of Guidance[]

A room where untold stories unfold.

Key to Truth[]

A room where untold stories unfold.

Key to Rewards[]

A room containing special treasure.

Premium Cards[]

About Premium Cards[]

Evolved versions of normal cards.

Premium cards require very little CP, but can only be used once per battle—no reloads allowed.

Only attack cards and magic cards can be updated to premium cards.

Characters[]

Characters I[]

Sora[]

A bright and spirited boy chosen by the Keyblade to battle the Heartless.

It was Sora who defeated Ansem, ending his plan to shroud the world in darkness.

However, Sora continued his journey, seeking the friends he lost during the struggle.

Donald Duck[]

Court wizard at Disney Castle who set out with Goofy after the king's disappearance.

His short temper sometimes gets him into trouble, but he is very brave.

Donald is currently seeking clues to what happened to the king after he was locked behind the door to darkness.

Goofy[]

Captain of the Disney Castle Royal Knights. He set out with Donald after the king's disappearance.

He is cheerful and calm, and no one is more loyal to the king.

Goofy and Sora are especially good friends.

Jiminy Cricket[]

That's right, me again. I'm keeping a journal of everyone's adventures.

I also act as Pinocchio's conscience, so he'll know right from wrong.

Riku[]

Sora's childhood friend.

Baited by the darkness and used by Maleficent and Ansem, Riku once fought against Sora.

In order to seal the door to darkness, Riku stayed with the king on the other side. His current whereabouts are unknown.

Sora journeys in hopes of finding Riku.

Kairi[]

Sora's childhood friend.

Sora's journey began as a search for Kairi, who disappeared when their island home was swallowed by darkness.

Kairi was held captive by the Heartless, but thanks to Sora she and the island were saved.

She waits there for Sora and Riku's return.

Simba[]

Successor to his father as ruler of the Pride Lands.

Sora need only call and Simba will appear and lend his strength.

Dumbo[]

A small elephant born in a circus.

The other animals laughed at his big ears, but the courage to fly made Dummbo the star of the circus.

If Sora calls, Dumbo will come to the rescue.

Bambi[]

A young deer prince whose father is king of the forest.

Sora can call Bambi for help anytime.

Mushu[]

Once a guardian dragon of a Chinese family. Due to past mistakes, he lost much of his former power.

If Sora calls, Mushu will come to our aid.

x====The Moogles==== A strange race that seems to pop up just about anywhere.

In Castle Oblivion, the moogles run shops where Sora can trade in unwanted cards.

Leon[]

A cool and collected swordsman who wields a gunblade. His real name: Squall Lionhart.

Leon once fought with Sora against the Heartless, but the Lean we met in Castle Oblivion is a product of his memory, so he can't remember much of what happened before.

Yuffie[]

A girl whose cheerful personality belies her painful memories. When she was still young, the Heartless robbed her of her home.

Never one to sweat the small stuff, Yuffie seems unfazed by her fuddled memory.

Aerith[]

A young woman who fought the Heartless. Her calm demeanor hides unbreakable will.

Aerith also has a mysterious sense of truth, and is aware that Traverse Town and its inhabitants are a figment of Sora's memory.

Cid[]

A gifted pilot who saved Leon and the others from the Heartless when they were just children.

Cid lives in Traverse Town now.

Cloud[]

A swordsman hired by Hades to take out Hercules. Cloud seeks the true memories he has lost.

Were they memories of someone dear to him, or memories of his own hazy past?

Tidus[]

A young boy from Sora's islands with a sunny personality and lots of energy.

Tidus has no shortage of confidence either, and considers himself a champ at everything.

Wakka[]

A boy from Sora's islands.

Despite being the oldest, Wakka is modest and takes good care of his friends.

Selphie[]

A perky girl from Sora's islands.

Selphie is assertive and tends to leap before she looks, and she also has a romantic side.

Naminé[]

A young witch who, under orders from Marluxia, rewrote much of Sora's memories.

Because Naminé is based on the false memories on Sora's feelings towards Kairi, Sora believed he and Naminé had been friends since childhood.

But truth be told, the two never met before Castle Oblivion.

Riku Replica[]

A replica of Riku created by Vexen from the real Riku's data.

Through Naminé's power, he was infused with false memories and made to believe he was the real Riku.

The truth has wounded him deeply.

Axel[]

A mysterious figure who stands in Sora's path.

Hard to read, half the time Axel seems to just be messing around...but for all we know, he's done more thinking than everyone else put together.

Larxene[]

A member of the group that controls Castle Oblivion.

Larxene is unfeeling and loves nothing more than to bring other people down.

She is on good terms with Axel but still mocks everyone and trusts no one.

Vexen[]

A man absorbed in his dubious research in Castle Oblivion.

Vexen tried to destroy Sora by controlling Riku and pitting the two against each other. When his plan failed, he confronted Sora personally.

Marluxia[]

Lord of Castle Oblivion and a member of the Organization.

In a move to bring the group under his control, Marluxia used Naminé to overrun Sora's memory and tried to claim the power of the Keyblade.

Characters II[]

Alice[]

A curious girl who feel down the rabbit hole into Wonderland.

Alice was falsely accused of stealing the Queen of Hearts' memory and put on trial, but we intervened and helped her clear her name.

The Queen of Hearts[]

A selfish ruler who commands an army of card soldiers.

A Heartless stole the Queen's memory, but she accused Alice and put her on trial.

The White Rabbit[]

A loyal retainer of the Queen of Hearts.

He always carries out the Queen's orders, no matter what they may be.

Card of Hearts[]

Guards in service of the Queen of Hearts.

They fear her temper and will do anything she orders.

Card of Spades[]

Guards in service of the Queen of Hearts.

They fear her temper and will do anything she orders.

The Cheshire Cat[]

A mysterious, grinning cat who always talks in riddles.

He appears when you least expect it, and disappears whenever he pleases.

Hercules[]

Son of the gods Zeus and Hera, but not a god himself.

With godlike strength and a gentle heart, Hercules is a true hero.

He has never lost at the Coliseum games.

Philoctetes[]

Trainer of countless heroes, including Hercules.

Nowadays Phil runs the Coliseum and manages the games.

Hades[]

Ruler of the Underworld.

Hades can't stand Hercules. He tricked Cloud into challenging Hercules to the death, but we put an end to his plotting.

Aladdin[]

A young man who lives in Agrabah and dreams of meeting Princess Jasmine.

Aladdin became Genie's master when he found the magic lamp.

At first, Aladdin wanted to become a prince and impress Jasmine, but in the end he gave Genie his freedom and decided to show Jasmine his true self.

Genie[]

Captive of the magic lamp. Genie must grant the lamp's holder three wishes.

He longs for freedom, but can only get it if someone uses a wish to set him free.

Jasmine[]

Princess of Agrabah.

Jasmine feels cooped up in the palace and longs for freedom outside its walls.

Iago[]

A cunning and chatty parrot.

Iago flies about Agrabah, serving as the evil Jafar's eyes and ears.

Jafar[]

A sorcerer and Agrabah's royal vizier.

Jafar stole the magic lamp from Aladdin and, with the Genie's power, schemed to become ruler of Agrabah.

Jafar (Genie)[]

Jafar's genie form.

After taking the lamp from Aladdin, Jafar wished for the powers of a genie and tried to do us in.

Jack[]

Halloween Town's master of macabre.

Jack is always looking for new ways to bring the spooks and shivers of Halloween to all.

Sally[]

Dr. Finkelstein's helper in the lab. He created her from various odds and ends.

Sally is secretly in love with Jack.

Dr. Finkelstein[]

The mad scientist of Halloween Town. He's always immersed in his odd experiments.

This time Dr. Finkelstein came up with a potion to restore true memories, only to have it guzzled by Oogie Boogie.

Oogie Boogie[]

A villain who's always plotting against Jack.

Oogie Boogie stole Dr. Finkelstein's potion thinking it would make him stronger, but it drove him mad with fear instead.

Pinocchio[]

A wooden puppet Geppetto made, brought to life by the Blue Fairy.

To become a real boy, Pinocchio has to learn bravery, kindness, and honesty.

He and Geppetto were swallowed by Monstro, but they escaped with a little help from us.

Geppetto[]

A gentle and earnest carpenter, who carved Pinocchio from a block of wood.

Geppetto was swallowed by Monstro, boat and all, while searching for Pinocchio.

The two were reunited inside the giant whale, and escaped with our help.

Ariel[]

The daughter of King Triton who longs to see the outside world.

Worried by Flounder's disappearance, Ariel was cajoled by Ursula into forking over the king's trident.

We helped save Ariel and recover the trident, and she resolved to tell her father the truth.

Sebastian[]

Triton's music director and Ariel's guardian.

Sebastian is constantly scolding Ariel for her escapades, but only because he worries for her safety.

Flounder[]

A young fish.

He's not exactly brave, but Flounder is Ariel's most loyal friend.

Ursula kidnapped Flounder as part of her plan to trick Ariel and steal the trident.

Ursula[]

The sea witch. She once lived in the palace, but was banished for her scheming.

Ursula deceived Ariel and stole the tried in an attempt to rule all Atlantica.

Peter Pan[]

A boy who lives in Never Land, where no one ever grows up.

Peter can be stubborn, but deep down he's brave and just.

He was upset that Wendy wanted to return to London, but in the end he wished her well.

Tinker Bell[]

A fairy with a jealous streak, especially when Peter pays attention to other girls.

Wendy[]

A dreamy English girl. Peter showed her the way to Never Land.

Wendy really likes Peter, but decided to return home to London.

Hook[]

A pirate who holds a grudge against Peter Pan.

Hook kidnapped Wendy to lure Peter out.

Normally proud, Hook falls to pieces the moment the crocodile that took his hand shows up.

The Beast[]

A prince transformed into a beast because of his selfishness. Meeting Belle restored humanity to his heart.

Though stunned by Belle's cold behaviour, his faith in their love never wavered.

Belle[]

A young woman who saw kindness behind the Beast's gruff exterior.

Realizing Maleficent sought her heart, Belle acted coldly toward the Beast to keep her heart beyond the witch's reach.

Maleficent[]

A witch who commands the darkness. Sora faced Maleficent and her Heartless once before.

She stole Belle's heart to perfect her dark powers, though Belle hadseen through her plan.

Dragon Maleficent[]

Maleficent's dragon form.

Her own sorcery mingled with the vast powers of darkness made Maleficent a fearful opponent.

Winnie the Pooh[]

A bear who lives in the base of a tree in the Hundred Acre Wood.

Pooh loves to eat—especially honey. He's gentle and easygoing, but a little absent-minded.

Piglet[]

Pooh's closest friend.

Piglet is very shy, and when he's surprised he covers his eyes with his floppy ears.

Owl[]

The wisest animal in the Hundred Acre Wood.

Sometimes he talks so much his friends fall asleep.

Roo[]

A feisty kangaroo who's full of energy.

Little Roo wants to learn to bounce as high as Tigger.

Eeyore[]

A gloomy donkey whose tail keeps falling off and getting lost.

Eeyore is timid and always a little down, and likes to take things slow.

Tigger[]

The one and only. Cheerful Tigger loves to bounce all day long.

Sometimes his energy is too much for the others, but he always means well.

Rabbit[]

A diligent gardener who's always busy with his vegetables.

Sometimes Rabbit is a bit short-tempered, especially when Tigger is bouncing around his garden.

The Heartless[]

Shadow[]

A Heartless that pops up in all kinds of places.

The Shadow ambles around and attacks without warning. It is completely invulnerable while hiding in the darkness.

Soldier[]

A swift-moving Heartless that attacks its prey with a spin kick.

Its whimsical nature makes the Soldier a less than tenacious foe.

Large Body[]

A rotund Heartless.

The Large Body repels frontal attacks with its jiggly belly.

Sometimes it throws its weight around and shakes the ground, so jumping is the key.

Red Nocturne[]

A magic-wielding Heartless that drifts through the air. It's flighty and hard to hit.

The Red Nocturne attacks with Fire from a distance, and absorbs Fire damage.

Blue Rhapsody[]

A magic-wielding Heartless that drifts through the air.

The Blue Rhapsody attacks with Blizzard once it's close enough, and absorbs Blizzard damage.

Yellow Opera[]

A magic-wielding Heartless that drifts through the air.

The Yellow Opera hurls itself at enemies or attacks with Thunder. It absorbs all Thunder damage.

Green Requiem[]

A magic-wielding Heartless that drifts through the air. It doesn't attack, but it can cast Cure to heal other Heartless.

The Green Requiem is slow, but its immunity to magic attacks make it tough to squash.

Powerwild[]

A simian Heartless that excels at jumping.

It has destructive instincts and attacks with punches and sliding kicks.

Bouncywild[]

A simian Heartless.

It teases its enemies and throws banana peels from far away. Be careful not to slip!

Air Soldier[]

A winged Heartless. It swoops down onto its opponent's head, or slams into them when they let their guard down.

The Air Soldier is swift, resilient, and not easy to ground.

Bandit[]

A Heartless that mainly appears in Agrabah.

The Bandit deftly wields the scimitar it carries, and should be approached cautiously.

Fat Bandit[]

A Heartless that mainly appears in Agrabah.

The Fat Bandit repels frontal attacks with its jiggly belly and spits fireballs.

Barrel Spider[]

A gunpowder-packed barrel transformed by the darkness into a Heartless.

The Barrel Spider sets upon anyone foolish enough to think it's an ordinary barrel.

Search Ghost[]

A spooky Heartless.

The Search Ghost can warp out of harm's way and absorb its enemies' HP, making it a tough opponent.

Sea Neon[]

A jellyfish-life Heartless.

It may look laid back, but the Sea Neon's long tentacles can propel it toward enemies for a ferocious attack.

Screwdriver[]

A Heartless that likes to team up with the Aquatank.

It attacks with a spear or charges its enemies.

Aquatank[]

A fish-like Heartless that lazily wanders the sea.

The Aquatank attacks with Thunder or by whirling its sizable body about.

Wight Knight[]

A Heartless that calls Halloween Town its main haunt.

The Wight Knight's long appendages make it dangerous to approach.

Gargoyle[]

A winged Heartless that mainly appears in Halloween town.

It pelts its stunned opponents with fireballs.

Pirate[]

A Heartless that mostly sticks to Never Land.

A skilled swordsman, the Pirate can knock its enemies out cold and then finish them off with a viscous combo. If its sword flashes, watch out!

Air Pirate[]

A winged Heartless that mostly sticks to Never Land.

It's not armed, but it doesn't need to be. The Air Pirate deals a brutal punch right after its fist flashes.

Darkball[]

A Heartless made from the very shadows of darkness.

The Darkball mostly just bobs through the air, but its random weaving and biting are a nuisance.

Defender[]

A Heartless that primarily resides in Hallow Bastion.

It stops head-on physical and magical attacks, and can launch fireballs.

The Defender is also a skilled card user, and will break the cards of unprepared opponents.

Wyvern[]

An enormous Heartless that hunts its enemies from the skies.

The Wyvern is agile despite its size. Upon sighting its prey, it rushes forward and attacks with a flurry of kicks.

Wizard[]

A Heartless proficient in magic.

The Wizard is a formidable opponent that attacks with high-level Fire, Blizzard, and Thunder spells.

Neoshadow[]

A nimble Heartless that swims through the shadows.

White Mushroom[]

A Heartless with an unusual affinity for people.

The White Mushroom never attacks, and may even reward someone who comes to its aid.

Black Fungus[]

An aggressive, poisonous Heartless, not to be confused with the White Mushroom.

The Black Fungus likes to paralyze its foes and toy with them.

It's tough to beat, but victory doesn't go unrewarded...

Creeper Plant[]

A flower-like Heartless.

It's rooted in one place, but staying far away isn't enough, since it can spit seeds or attack from below with its sharp roots.

Tornado Step[]

A Heartless that flies about using its arms like propeller blades.

Whether moving or attacking, it's always spin, spin, spinning—but never seems to get dizzy.

Crescendo[]

A hopping, horn-like Heartless.

It's a bothersome foe that can honk and call other Heartless.

Guard Armor[]

A Heartless that haunts Traverse Town.

It appeared when the bells rang to wreak havoc on the town.

Parasite Cage[]

A Heartless that dwelled inside Monstro.

The Parasite Cage is quite the gourmand and eats anything in its path. Pinocchio figured out how to escape Monstro after being gobbled up by it.

Trickmaster[]

The Heartless in Wonderland that stole the Queen of Hearts's memory.

Victims of memory theft don't even remember what they forgot.

Darkside[]

The Heartless that attacked Sora's home, Destiny Islands.

Sora fought valiantly to protect the islands and his memories there.

D Report[]

Story[]

Riku's Tale I[]

Bored with his secluded island life, Riku dreamt of seeing other worlds.

He got his wish when darkness devoured Destiny Islands and he was thrust into the outside world.

While looking for his lost friend Kairi, he met Maleficent, and accepted her help.

But Maleficent had her eyes on Riku's strength and was working to make him her underdog. She gave Riku the power of darkness, but as he used it, it gained power over him.

This is why Riku fought his best friend Sora, and how his heart fell to Ansem, pursuer of darkness.

But Riku's heart was freed by Sora's light. Riku, Sora, and the king worked together to close the door to darkness, but Riku was trapped inside, in the realm of darkness.

Will he see the realm of light again?

Riku's tale II[]

After fighting Ansem

Led by a mysterious voice, Riku made his way through the card-worlds, but met only dark beings within.

Riku was told that because he rejected the other things in his life to claim darkness, his heart is now devoid of anything but the darkness he sought.

Unable to accept this, Riku encountered Ansem, who tried yet again to conquer him.

The king intervened to save Riku, but Ansem has not let go of his heart.

And so Riku must fight the darkness within.

Riku's tale III[]

After defeating Riku Replica

Embattled with the darkness in his heart, Riku met someone who looked just like him, a replica crafted by Vexen, a member of the organization.

The replica commanded darkness freely, and called Riku cowardly for neglecting the dark.

Meanwhile, agents of the Organization laid their rivalry bare. Sora and Riku seem to be the reason they control the castle—but why?

Riku's tale IV[]

After defeating Lexaeus

Vexen took his replica of Riku and headed for the surface, but finally fell at Sora's hands.

Lexaeus confronted Riku, meaning to bring him to submission using all force necessary.

Though Riku won the battle, Lexaeus used his last strength to drag him into the realm of darkness.

There, Ansem's shadow loomed large, but Riku was again saved by the king's light.

Riku's tale V[]

After completing Destiny Islands

One by one, members of the Organization fell at Riku and Sora's hands—even Marluxia, lord of the castle.

Zexion, hoping to avoid a similar fate, tried to use memories of Riku's island home against him.

Ignored by his friends and even attacked by Sora—it seemed Riku would be washed away by the light, but Kairi's voice gave him courage.

No longer afraid of the darkness, Riku saw through the fake Sora and thwarted Zexion's trap.

Riku's tale VI[]

After completing Twilight Town

By embracing his inner darkness, Riku gained a great power, but so did Ansem.

Guided by the enigmatic DiZ, Riku made his way through Twilight Town, defeating his copy and locating Namine.

With her he found Sora and friends in a deep slumber, waiting to get their lost memories back.

Naminé told Riku he could seal Ansem away forever by forgetting him, but Riku would not give up his memories.

Riku chose to fight by his own strength. With the king at his side, he now makes ready for a final battle with Ansem.

Will his choice take him to the realm of light...or darkness?

Card Index[]

Soul Eater[]

Reacts to dark power. Riku's strength is higher when he wields darkness in battle

The King[]

The King restores HP, stuns and deals damage to all enemies, and reloads cards.

Characters[]

Characters I[]

Riku[]

A boy who was born and raised on a small group of islands.

Riku dreamt of seeing other worlds, and so he forsook the islands—only to be seduced by the power of darkness.

Enslaved by Ansem, pursuer of darkness, Riku clashed with his childhood friendSora. But in the end he was able to regain himself, and together with Sora closed the door to darkness.

Still, the dark wounds in Riku's heart have yet to mend.

The King[]

The king who reigns over Disney Castle.

He set off alone to protect his world and all worlds from the dominion of the dark.

When Riku fell into the realm of darkness, the king showed him the way, but the two were separated when the door to darkness was closed.

Sora[]

Riku's boyhood friend, and the hero of light chosen by the Keyblade to stand against the darkness.

Riku fought Sora while bridled by darkness, but their friendship proved stronger, and they ultimately worked together to close the door to darkness.

Kairi[]

Riku and Sora's friend growing up.

Kairi vanished when their home islands were devoured by darkness. Riku and Sora both journeyed to find her.

Kairi was held captive by the Heartless, but thanks to Sora she and the islands were saved.

She waits there for Sora and Riku's return.

Namine[]

A young witch who can manipulate memories.

Under orders from the Organization, Namine shadowed Kairi and altered Sora's memory. But the forgiveness in Sora's heart moved her to disobey those orders.

Now she watches over Sora until the reconstruction of his memories is complete.

Riku Replica[]

A replica of Riku created by Vexen from the real Riku's data.

Unlike the real Riku, he wields darkness freely, but is burdened by the fact that he is an imitation.

Ansem[]

Pursuer of darkness.

To open the door to darkness, Ansem used the Heartless to steal countless hearts.

He enslaved Riku, but met his demise at Sora's hands.

Nonetheless, Ansem's shadow lives on in the depths of Riku's heart.

Vexen[]

No. 4 in the Organization.

He, Lexaeus, and Zexion have been in the group since its inception, and there is no love lost between them and neophytes like Marluxia.

After battling Riku, Vexen turns to events unfolding aboveground, but successive failures lead to his termination by Axel.

Lexaeus[]

No. 5 in the Organization.

A born warrior, Lexaeus effortlessly brandishes a gigantic tomahawk.

To counterbalance his rival Marluxia's bid for Sora's power, Lexaeus tried to conquer Riku.

He failed, but with his dying strength dragged Riku into the realm of darkness.

Zexion[]

No. 6 in the Organization.

Zexion generally avoids dirtying his own hands when there are deeds to be done. However, with the destruction of Vexen and Lexaeus, he was forced into action.

Zexion confronted Riku disguised as Sora. But Riku no longer feared the dark, and victory was beyond Zexion's reach.

Axel[]

No. 8 in the Organization.

He is a shadow whose intentions and secrets are hidden from all.

Axel has no qualms about exploiting others to suit his needs. He used Sora and Naminé to silence Marluxia and halt his plot against the Organization.

Axel claims he and Sora have something in common, but that connection is unclear.

Marluxia[]

No. 11 in the Organization.

Marluxia lured Sora to Castle Oblivion in hopes of using his power to seize the Organization.

He orderd Naminé to alter Sora's memories, and fooled Vexen into challenging him. All was going according to plan, but Marluxia's scheme dissolved when Axel set Naminé free.

Marluxia was ultimately destroyed by Sora.

Larxene[]

No. 12 in the Organization.

Larxene conspired with Marluxia to take over the group, and intended to pull Axel in as well.

However, her abrasive, unfeeling personality proved her downfall—provoking Sora's anger was a fatal error.

DiZ[]

Truly an enigma.

DiZ appeared before Riku in the guise of Ansem, presenting him with choices regarding the darkness within his heart.

It is said he and the king have met.

Characters II[]

Maleficent[]

A witch who commands the darkness.

Maleficent's charms won over Riku, and she empowered him with darkness.

In Castle Oblivion she stood before Riku again, this time as a token of the indelible darkness in his heart.

Jafar (Genie)[]

A sorcerer and also Agrabah's royal vizier, transformed by magic.

Jafar appeared before Riku as a token of the indelible darkness in his heart.

Ursula[]

The sea witch who plotted to rule all of the undersea kingdom Atlantica.

Ursula appeared before Riku as a token of the indelible darkness in his heart.

Hades[]

God of the Underworld who seeks to rule over all.

Hades appeared before Riku as a token of the indelible darkness in his heart.

Oogie Boogie[]

A villain who's always causing trouble in Halloween Town.

He appeared before Riku as a token of the indelible darkness in his heart.

Hook[]

A pirate of Never Land.

Hook appeared before Riku as a token of the indelible darkness in his heart.

The Heartless[]

Guard Armor[]

A Heartless that haunts Traverse Town.

It appeared before Riku as a token of the indelible darkness in his heart.

Parasite Cage[]

A Heartless that dwelled inside Monstro.

It appeared before Riku as a token of the indelible darkness in his heart.

Trickmaster[]

A Heartless that threw Wonderland into chaos.

It appeared before Riku as a token of the indelible darkness in his heart.

Darkside[]

The Heartless Riku attracted when he was seduced by darkness. It destroyed Destiny Islands.

Zexion called Darkside in order to subdue Riku.

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