Bbs Do I Have to Do Arena Missions Over Again With Each Character

The Mirage Loonshit is where you lot tin go to participate in various mini-games. The Mirage Arena is available after completing the showtime World with each character.

For the about part, the Delusion Arena is identical no affair which character you are. As such, the information on this page is more general in nature, to foreclose excessive repetition.

Arena Level

At that place are iii kinds of activities to participate in at the Mirage Arena: Arena Mode, Command Lath, and Rumble Racing.

Completing tasks within the Loonshit gives you experience towards an Arena Level. Equally the level increases, more than tasks and rewards are fabricated bachelor. You will need to complete each task at least once to complete the Reports for each graphic symbol. Completing any task will advantage you with Medals, a currency you tin apply to purchase rare and unique Commands. You demand to earn a full of 9,999 Medals to complete the Reports, and reach Level 30.

Arena Manner

"Boxing enemies in the loonshit."

The Loonshit Mode is similar to the Tournaments bachelor in Kingdom Hearts ane and two. Each Battle has a difficult rating and a Bonus Challenge for extra rewards.

Each battle has a separate Challenge that volition increment the number of Medals awarded at the finish. The different Challenges are...

Challenge Strategy
Downward to the Wire Exist at a loftier level and have powerful Commands.
Lightning Reflexes Practice it early on. Aggressive enemies like Bruisers and Mandrakes brand this easy.
Practice Makes Perfect Customize a deck to activate a Command Manner, or bring Ice Foam.
Rags to Riches Make sure to have several Treasure Magnet Abilities equipped.
Tough every bit Nails Equip Renewal Block! It heals you but doesn't count as using a healing Command.

Command Board

"Play a Command Board game."

The Command Board is a Monopoly-style board game that you lot play against various other characters from the Worlds in Kingdom Hearts. Each Board has a different layout, multiple characters to play confronting (sometimes), and rewards.

Winning each Board will not only level up the Mirage Loonshit only will besides unlock an Achievement. More on that below.

Rumble Racing

"Take on other players in Rumble Racing."

Rumble Racing is introduced during Terra's visit to Disney Boondocks. There are iv different Courses to try out, and you will need to win each Course within a specific time limit to complete the Reports for each character.

Arena Mode

Loonshit Manner is Bbs's version of Tournaments. The first table gives you lot a quick await at each Boxing, telling you lot the Risk and rewards for each grapheme. More than in-depth descriptions will be listed below. This section consists of:

  • One-star Missions
  • Ii-star Missions
  • Iii-star Missions
  • 4-star Missions
  • Five-star Missions

One-star Missions

Boxing Terra Ventus Aqua
24-hour interval of Reckoning Available from the offset
Wheels of Misfortune Complete Aqua'due south story Consummate Aqua's story Consummate Enchanted Rule
Risky Riches Reach Arena LV 8

Completing "Day of Reckoning," "Wheels of Misfortune," and "Risky Riches" volition unlock an Achievement.

Mean solar day of Reckoning

Reward: fifty/75 Medals

As the first Arena Mode Battle, Twenty-four hour period of Reckoning is designed to ease you in to how these Battles work. Each Round features several waves of enemies, appearing one after the other.

Round 4 features a new enemy, the Atomic number 26 Imprisoner.

The Atomic number 26 Imprisoner is a massive Heartless whose artillery are shackled and legs are contained within a cage.

When y'all go close to the Imprisoner, it volition utilise a three-striking melee combo. It will do a dash assail, and can rapidly stomp down on the footing. Similar several other dominate enemies, the Imprisoner can burrow into the ground to avert being targeted, and and so outburst out of the ground under where you lot are standing to attack. Continue moving to avoid this assail.

From range, information technology will occasionally raise itself and shoot out laser beams from the everyman point of its body, in a large diameter around it. This is a great time to use a Shotlock and get in some damage. Trying to get in for melee attacks will simply result in the lasers focusing on you lot.

Wheels of Misfortune

Reward: 60/90 Medals

Round 4 features the Cursed Coach Unversed and is a repeat of Aqua'south dominate battle from the Castle of Dreams World. It is surprisingly non-ambitious, simply it does similar to movement effectually quite a fleck. You lot can pretty safely abuse Shotlocks to deal most of your harm.

Risky Riches

Reward: 70/88 Medals

In the Concluding Round, a group of 6 Prize Pods will appear. They drop the Dancin' Lemon and Open Sesame Flavors. This is not the just place to find these flavors.

To increment the chances of getting 1400 munny, make sure you have all 5 instances of Treasure Magnet equipped. Finish Commands similar Surprise! can also exist helpful.

Ii-star Missions

Boxing Terra Ventus Aqua
Weaver Fever Consummate Enchanted Dominion Consummate Terra'south story Complete Terra's story
Sinister Spotter Attain Loonshit Level 3
Dead Ringer Reach Arena Level 5

Completing "Weaver Fever," "Sinister Lookout," and "Dead Ringer" will unlock an Achievement.

Weaver Fever

Reward: 80/100 Medals

Circular iv pits you against the Bicycle Master, Terra's boss in Enchanted Rule. The Wheel Chief has increased health but otherwise works the same.

The Bonus Challenge is easiest to do with Mode changes. Bring in 2 Commands with the same element: Burn for Firestorm, Blizzard for Diamond Dust, or Thunder for Thunderstorm. Activate a Style change, then let the gauge run out to do it once more.

Your other option is to wait for the boss, the Wheel Primary, and only use Shotlocks confronting it until you have done a full of eight.

Sinister Sentinel

Advantage: 100/150 Medals

Every bit long equally you lot have a Block/Barrier Control, this should be piece of cake. Work on getting all 20 equally early on as possible to ensure you lot don't miss information technology.

Round v features a brand new enemy equally a boss, Iron Imprisoner 2.

This improved version of the Imprisoner holds a massive mallet, which it will use confidently if y'all get into melee. The best time to attack is all the same when it begins the laser attack; unload with your favorite Shotlock to deal pregnant harm.

The new play a trick on to scout out for is a cage that the Imprisoner tin summon. It will dive into the ground and burrow towards y'all. There is a cloud-similar marker on the ground where the muzzle is, so do whatever y'all can to avoid information technology. The muzzle tin be broken, so if you get caught, hammer away with attacks to pause out before the Imprisoner gets to you lot and can attack.

If you lot are playing every bit Terra, you volition receive Xehanort's Report 5 afterwards completing this Battle.

Dead Ringer

Reward: 120/180 Medals

Equally with the Day of Reckoning Battle, you need to limit healing. If yous bring healing Commands, such as Cure or Potion, you lot will need to keep track. Otherwise, equip Renewal Cake and become all the free healing you want!

The final round pits yous against a new Unversed, the Mimic Master.

The Mimic Master volition ignore pretty much whatever effort y'all make to stagger it. Exist prepared to be knocked abroad during attacks, and take a lot of damage.

MM tin can dash around the field covered in burn, will smash its book downwards on the footing in an area set on, and tin can summon a copy of your character to fight you lot.

The existent threat here is the blinding effect the MM volition put on you. The bulk of your screen will get nighttime, showing merely a small circle in the center effectually your character. You will be unable to Lock-on to the MM, then your all-time bet is to get out of the way. During this attack, the MM will exist shooting out four beams of energy from itself that rotate around.

Completing this mission as Terra volition unlock the Darkgnaw Keyblade.

Three-star Missions

Battle Terra Ventus Aqua
Combined Threat Reach Arena LV 7
Treasure Tussle Attain Arena LV 15
Harsh Penalization Attain Loonshit LV 10

Completing "Combined Threat," "Treasure Tussle," and "Harsh Penalty" will unlock an Achievement.

Combined Threat

Reward: 140/210 Medals

Circular 6 features the return of an old boss, the Trinity Armor, from Radiant Garden. Information technology behaves the same, so whatever tactics y'all used before can be repeated here. Y'all should besides have plenty of stronger Commands as well, making this fight relatively elementary even without the help of the other characters.

Treasure Tussle

Reward: 160/200 Medals

Treasure Tussle features a unique boxing location that is like to Pete'due south Rec Room. There is a second flooring high higher up where enemies can spawn. To reach the college level, you need to use any of the launch pads on the master floor and practice a simple pinball way set of jumps.

There are only three rounds, only in the Final Circular, a grouping of Prize Pods will appear. They drop the Starry Sky Please and Open Sesame Flavors. This is the only place to find Starry Sky Please.

Harsh Punishment

Advantage: 200/300 Medals

Round 6 is a boss boxing against the improved Iron Imprisoner III.

The Fe Imprisoner III is past far the most aggressive enemy you've seen so far. It is almost constantly attacking with the massive hammer it wields, and tin rapidly eat through your HP. Blocking helps sometimes, and I institute that reaction abilities such as Payback Raid really worked against me in this fight. I establish myself constantly attacking when I wanted to be Blocking, which led to getting hit more often. So consider un-equipping any of those Commands if you take them.

It won't employ the laser attack than versions I and Two liked to use, but the other attacks remain. This includes summoning a cage to trap you lot in. The Imprisoner will also hide in the ground and and so pop out under your anxiety, a motion that tends to hit even in the middle of Terra's Slide Command. Ventus and Aqua get better invincibility with Contrivance Roll and Cartwheel, making this assault easier to avert every bit them.

Past far the near effective strategy I establish was to spend a lot of time running abroad, then using Shotlocks when the Imprisoner took a break. A sufficiently high leveled Shotlock can take out a decent amount of the Imprisoner's HP, and the Focus Gauge fills up fairly quickly from its attacks.

Four-star Missions

Battle Terra Ventus Aqua
A Time to Chill Reach Arena LV 13
Copycat Crisis Reach Arena LV 17
Keepers of the Loonshit Achieve Arena LV twenty
Monster of the Sea Consummate Disney Boondocks

A Time to Arctic

Reward: 250/375 Medals

Circular iv is a boss pairing of Zack and Hades.

Focus on Zack kickoff, as he is the more aggressive enemy. If you tin can put some infinite betwixt y'all and the enemies, y'all should exist able to safely spam a Shotlock, then get into melee long enough to build upwards that Focus Block again.

Retrieve that Hades tin only take damage when his hair is blue. Otherwise, you are just wasting time and effort. If you are Aqua, the Bubble Blaster Shotlock tin lift Hades into the air and juggle him a bit, which is fun.

The Final Round features the return of the Water ice Colossus. It is quite a bit easier to fight in Bbs, thankfully. Attack the legs is really all you need to do.

Copycat Crisis

Reward: 300/375 Medals

This whole Mission only leads upwardly to a second battle against the Mimic Main. If you lot could beat out it before, you can beat information technology now.

Keepers of the Arena

Reward: 400/600 Medals

Round 4 pits you against the Iron Imprisoner III again. Keep moving, and spam those Shotlocks.

The Last Round reveals the final class, the Fe Imprisoner 4.

Version 4 has yet abilities as Iii, just is stronger and (believe information technology or not) faster.

The Imprisoner gets a new ability where information technology creates a vortex that will suck you in. This appears to affect you no affair what you are doing, overwriting the invincibility frames from Dodge Roll and Cartwheel. The best thing to do is hammer on the cn_X to outset moving out of the area every bit before long as you have control again.

That being said, if you are on the accented furthest side of the arena when this happens, y'all can avoid the effect entirely. Use this opportunity to heal, if you lot demand to.

Eventually, the Imprisoner volition disappear and the loonshit will accept on a dark red hue. Various pieces of the outer barrier will first charging across the field, dealing impairment when they striking you. Each piece flies back and forth a few times before a unlike piece takes over. In the end, all the agile pieces crash together in the center and re-form the Imprisoner.

The stop of this ability is a slap-up time to utilize your Shotlock, past the way.

Completing this Mission volition unlock an Achievement.

Monster of the Body of water

Reward: 450/675 Medals

This mission is, in theory, quite unproblematic. In practice, however, it can prove to be quite abrasive.

Yous brainstorm this mission inside the stomach of the whale, Monstro. You will be forced to fight a big corporeality of Unversed, namely Scrappers, Bruisers, and Blue Sea Salt. In that location are as well ulcers along the walls that shoot out poisonous gas. After defeating them all, you will be expelled from the whale via its accident-hole.

Monstro swims around a great watery loonshit, and at that place is a 2-minute timer. In that location is a permanent platform in the middle, and several smaller platforms made of droppings that Monstro can destroy. On each of these platforms is an exploding butt. They all re-appear some fourth dimension after being destroyed, for re-employ.

Monstro can send large waves towards you, as well as slapping with their tail or belly-flopping on the central platform. These attacks will knock you backwards. If timed properly, Fire and Thunder Surge can bypass damage to you, and cause damage to Monstro instead.

The ideal path to victory is to smack an exploding barrel into Monstro. The actual hitbox you are looking for seems to exist right on the whale'south forepart, not the side, making aiming a bit difficult. Successfully hitting the whale in the right spot will stun Monstro, allowing you lot to stand up on its tongue. From the tongue, utilize your strongest Shotlock, preferably a projectile i, like Flame Salvo.

If you cannot defeat Monstro within the fourth dimension limit, you lot volition get swallowed up again. The 2nd moving ridge of Unversed consists mostly of Axe Flappers, Shoegazers, and Triple Wreckers, merely there is also a lake of poison on the footing. It'south just like the fight confronting the Parasite Cage, from KH1.

This process repeats up to iv times. If y'all can't defeat Monstro the fourth fourth dimension you fight information technology, then yous fail the Mission.

Completing all Four-star Missions volition unlock an Achievement.

Five-star Missions

Battle Terra Ventus Aqua
Villains' Vendetta Reach Arena LV 25
Light's Lessons Reach Arena LV 28
Peering into Darkness Reach Arena LV 30

Villains' Vendetta

Advantage: 500/875 Medals

This is a Boss Rush! The various enemies are the aforementioned ones you have already fought, just a bit stronger. Utilize the same techniques as before when fighting them. In general, using Shotlocks is the best tactic hither, especially for the Iron Imprisoners.

If yous are playing equally Terra or Ventus, this will be the kickoff time y'all have to fight the Ice Colossus. It is much easier in Bulletin board system than it was in KH1, mainly because you can attack its legs now. No more waiting for projectiles to reflect at the head!

Completing this mission rewards you with the Ultima Weapon Keyblade, and an Achievement.

Light'southward Lessons

Reward: 800/1400 Medals

This fight pits you against the Armor of Eraqus, one of the near difficult fights in the entire game. The Armor behaves differently depending on who you are playing as.

The Armor is unique in that it behaves differently depending on your grapheme. Tactics that piece of work well for Terra will exist less effective with Ventus and Aqua.

For those of you who enjoy videos, here's a proficient one:

General Information

You desire a deck full of Curaga Magic Commands. You tin use whatsoever Shotlock y'all like, only I have listed constructive ones below.

As a full general dominion of thumb, you lot want to play defensively in this match. Spend a lot of fourth dimension moving, staying away from the Armor's attacks. This is easy as Ven and Aqua, every bit their bones Movement Commands (Dodge Roll and Cartwheel) can be used indefinitely to become invincible. Terra has a bit more of a problem with this, as Slide has much shorter invincibility frames.

The Challenge for this Mission, Lightning Reflexes, requires y'all to block enemy attacks at least 100 times. This should give you a bit of a clue equally to how to succeed in this fight. At that place is no reason not to have Renewal Block at this indicate; brand certain y'all equip it on whatever deck you are using.

The Armor volition catch y'all with bondage and depict you upwardly into the air. It will practice a downward chop that sends you down to the basis, followed by a footing attack. At that place is a loftier likelihood that this attack will defeat you lot, primarily because this attack is two attacks; if the first brings you down to 1 HP, you lot volition not activate Once More. Thankfully, y'all can heal while falling.

The Armor has a diverseness of Shotlocks information technology can apply. Y'all will recognize when the Armor is about to use one of these attacks, every bit it will stand in one place and commencement charging up. This is usually a good place to try to get a Shotlock off of your ain, every bit the Armor is just continuing there. Some of the Armor'southward Shotlocks are easier to assault through than others, so apply your own experience to judge whether or not it is worth it.

If the Armor summons several spears of lite, utilise Block to heal up. If there are small orbs of light, apply Cake to reflect them at the Armor and do a fleck of damage. If there are fire pillars, you can use Renewal Cake to get some HP back, but you lot will take damage right abroad. Information technology might non be worth information technology depending on your level and stats.

The all-time Shotlock (for yous, anyhow) is the ane where the Armor shoots out eight beams of lite directly outwards horizontally from itself. At that place is a pretty proficient chunk of time hither to get your Shotlock in and run across the damage add together up. The beams will never hit you if you aren't moving.

At various times during these fights, the Armor volition rise into the air and the camera will focus on it. Even though you tin can no longer see your graphic symbol, you lot however have full command over them. If you are depression on HP, use the opportunity to heal.

Eventually, the Armor will gain a brighter glow and a large glyph on its back. It will become more than physically ambitious, forcing yous to spend more fourth dimension Blocking than Dodge Rolling. Once more, yous want to have Renewal Block up to heal without opening yourself upward to attack. Counter Rush volition bargain a footling fleck of damage each fourth dimension you use it. Don't discount the impairment this does, as it tin can chop-chop add up.

Terra

I had a great amount of success with the Lightning Ray Shotlock in this fight.

The Armor's unique set on hither sees information technology elevator a huge chunk out of the basis and drop it to the ground like a meteor. Get that HP up, every bit you tin can't avoid this harm.

Moreso than with the other characters, the Armor will stay shut and use concrete attacks. Skilful timing with Blocking tin can be hard, and Slide doesn't have enough invincibility frames to make dodging a good tactic.

Ventus

I don't like using Reversal in this fight. I discover beingness able to block consistently is much better than the move of Reversal.

The Shotlock of choice for this fight is Multivortex. The initial prepare of attacks can actually tear through the Armor'south HP, but the final whirlwind attack is disappointing.

The majority of this fight volition come across yous using Contrivance Roll. The invincibility frames will keep you alive better than anything else. Don't utilise Thunder Roll, the invincibility frames are fewer. Stay out of melee as much as possible to force the AI to use its own ranged attacks.

When the camera zooms in on the Armor and it lifts into the air, it is about to summon some tornadoes. This is not a cutscene, which means you lot can take a breather and heal if necessary. Keep to Dodge Roll through this attack.

Aqua

As stated in many other places during the walkthrough, Aqua'south Cartwheel Movement Command tin keep her invincible if you spam it. Firewheel has fewer invincibility frames, so don't use it!

Similarly to Terra, I found the Lightning Ray Shotlock Command to exist highly effective in this boxing.

The unique assail from the Armor in Aqua's fight summons multi-colored streams of free energy that swirl and dance around the loonshit. It is actually pretty easy to stay out of the way of these beams, especially if you lot are spamming Cartwheel. Which you lot should be.

The first time you defeat the Armor of Eraqus, you lot will unlock an Achievement.

Peering into Darkness

Advantage: m/2000 Medals

This terminal Loonshit Mission is against No Heart.

I recommend bringing in merely Curaga Commands, and having all three HP Boosts equipped. Renewal Cake is, as always, extremely useful.

This boss has two distinct phases, which I will outline separately.

If yous want to watch a video, here you go:

Phase 1

You lot are locked in the rear of the area, separated from the main enemy past a large purple barrier. On the barrier is an emblem that moves along information technology, and y'all need to destroy it to keep.

The emblem itself isn't all that potent. It has fewer health bars than most bosses y'all have fought upwards until this point and doesn't actively assault on its own. Instead, the greatest defense it tin bring to conduct is moving out of the range of your attacks.

That isn't to say there isn't an offensive aspect to this fight. The armored enemy on the chair volition ship phantom versions of their Keyblade through the barrier and also employ the Dark Volley Shotlock.

You lot will besides find your character being pulled backwards, abroad from the barrier. This gravity effect will stop with you being caught in a tether by the emblem. Press cn_A as fast as possible to break out of the grapple.

With all three characters, information technology is sufficient to merely utilise basic attacks confronting the emblem, and heal when necessary.

Phase 2

The expanse opens upwards, and yous get to fight the armor itself. If you thought the Armor of Eraqus was aggressive, wait until this guy starts to assail. In that location are so many dissimilar attacks information technology can utilise, and I probably haven't fifty-fifty seen them all. Beneath are descriptions of the moves I saw, and how to deal with them.

For the most part, you can continue to employ Shotlocks to deal impairment to No Heart. Lightning Ray was my go-to for Terra and Aqua, taking out around two health bars with each utilize. The only hard part is finding a good opening in which to use it.

If yous are good at blocking, Reprisal Commands such equally Counter Rush, and the Heal Strike Cease Command, will nigh likely be your main modes of attack. With Renewal Cake, you can reliably fight without needing to heal, unless y'all get down to under 25%.

The start minute or so of this fight will be a one-on-ane fight that is fairly bones. As No Centre'southward wellness decreases, however, he pulls out more than and more dangerous abilities.

He will continue to utilise the Dark Volley Shotlock, which can be blocked and reflected to deal some minor harm back. Later on on, No Heart volition perform a version of Dark Volley that shoots out more shadow versions of his Keyblade. These attacks cannot exist blocked, so get out of the fashion.

At that place was ane endeavor where No Middle grabbed Ventus and held him upwardly by the neck. Spam cn_A to break out of the attack. I didn't stick around to see what happened on a fail.

No Center will occasionally summon large pools of darkness on the footing. They deal constant harm while y'all are standing in them.

When No Heart flies loftier up into the air, he is virtually to use a large surface area effect that seems like darkness fueled Mega Flare. Heal upwards and get as far away from the source as you tin can. This is an first-class chance to employ a Shotlock if you are Ventus or Aqua. Use your invincibility from Contrivance Curlicue or Cartwheel, then immediately drop into the Shotlock later the attack goes off. Ven's Multivortex is crawly against No Center.

The keepsake will occasionally appear around the armor, becoming the focus of all attacks. Equally far as I can tell, yous can't actually harm the keepsake in this state, you will simply need to wait for information technology to disappear.

There is a foreign effect where your speed can exist either increased or decreased. One of these is clearly better than the other. There'southward not much to say here.

Your reward for completing this fight is the Royal Radiance Keyblade, and an Accomplishment.

Command Board

The Control Board is in the style of a classic board game such as Monopoly or The Game of Life. Information technology as well bears a resemblance to Mario Party, in that multiple characters travel around a board and collect prizes.

Within the mechanics of Bbs, the Command Board is necessary to obtain several unique rewards. To consummate the Delusion Arena, yous need to win a full of seven Command Board games. This will give y'all a full of 4 Arena Levels. To complete the Trinity Report and earn 100% completion, yet, you volition need to win each board with each character.

The basic premise of the Command Lath is to stride on the four goal pieces (colored crimson, yellow, bluish, and green) and earn a specific number of GP. You need to win each Board once in the Mirage Arena, and once outside of the Mirage Arena, to get all the rewards and earn 100% completion.

There are only seven unique Command Boards, and each of them has different shapes, different rewards, and different characters to play confronting. There is a quick tabular array below that lists how each Board is unlocked, with specific information on each i farther down.

Board World Upshot
Keyblade Board The Land of Departure Complete the Mark of Mastery exam
Royal Lath Enchanted Rule Complete the story
Spaceship Board Deep Space Complete the story
Toon Board Disney Town Consummate the story
Skull Board Never Country Complete the story
Hunny Pot Board Radiant Garden Collaborate with the book in Merlin's House
Surreptitious Board Northward/A Play every other board at to the lowest degree once

General Information

Every Board has Special Blocks that give rare Commands. Many of these Commands tin be obtained in other ways that are far easier. Each department below lists the rare or unique Commands available on that Board. Note that these are simply bachelor if playing the Control Board outside the Mirage Arena.

There are unique rewards on the Command Board that you need to complete the Reports. For instance, the Ragnarok Shotlock Control can merely be constitute on the Keyblade Lath. Aqua'due south Wishing Edge Attack Command tin can be institute on the Royal Board, just can also be made via Command Melding with a 100% success rate.

Subsequently completing the story in Disney Town, you unlock two new abilities on the Special Panels of all Boards: Captain Dark and Captain Justice. Helm Dark will steal GP from yous at the end of every plow, while Captain Justice will give yous GP. Both Captains volition occasionally purchase panels for you lot. If you are playing the Command Lath outside of the Mirage Arena, finding one of the Captains volition unlock the Pete D-Link after completing the game.

Keyblade Lath

Opponents: Terra, Ventus, and/or Aqua (whoever you aren't)

Special Console: Keyblade Glider!

Move to any panel on the board you want! If you are trying to go a specific advantage, like the Ragnarok Command, go directly to that panel and grab information technology. Otherwise, apply this to put yourself on the next Checkpoint Panel to get some free GP.

Unique Reward: Ragnarok Shotlock Command

From the Commencement Panel, move all the way to the west side of the board. Ragnarok is in the northwest corner of this 3 ten three foursquare and costs 800 GP.

Royal Board

Opponents: Cinderella

Special Console: Bibbidi-Bobbidi-Boo!

Collect GP based on your whorl! Coil a die, and gain GP based on your roll x 200. This tin give you an early lead, or requite you lot that final petty push over the goal before finishing a lap.

Unique/Rare Rewards: Focus Block (Terra/Ventus) OR Focus Bulwark (Aqua); Meteor Shower

Focus Cake/Bulwark is v panels northward from the Green Checkpoint and costs 700 GP. Meteor Shower is directly north from the Offset Console and costs 850 GP.

Spaceship Board

Opponents: Experiment 626 and Helm Gantu

Special Panel: Gigawatt Jolt!

Shock nearby opponents and steal GP! (4 turns)

Pass through an opponent to steal a scattering of GP. This happens when you get the event, each fourth dimension you pass an opponent, and whatever time an opponent starts their turn on a panel yous are also on.

Unique/Rare Rewards: Lightning Ray Shotlock; Limit Storm (Terra)

Lightning Ray is in the small-scale iii ten iii square directly west of the Start Console. It is on the heart-north console and costs 1100 GP. Limit Storm is in the southeast corner, across the warp line. Information technology costs 650 GP.

Toon Board

Opponents: Minnie and Captain Dark/Justice

Annotation that you can't activate the Captain Dark/Justice Special Panel abilities on this board.

Special Panel: Fastasia!

Collect GP based on your panel count!

You gain an amount of GP based on the number of Command Panels you own X 150GP. The longer you wait to land on this square, the improve. Hitting the GP Booster Panel increases this value equally well.

Unique/Rare Advantage: Deep Freeze

Deep Freeze is in the heart panel along the furthest north row. It costs 1000 GP.

Skull Lath

Opponents: Peter Pan and Captain Hook

Special Panel: Pixie Dust!

Motion an opponent to whatsoever panel you want!

You need to be careful not to movement a character closer to a Checkpoint they want, or the Showtime if they have all four checkpoints. Try to put them on Harm Panels; find the one with the highest value. If y'all are comfortable with your pb, put them on a Checkpoint they already have. Or every bit far away from their goal as possible.

Unique/Rare Rewards: Munny Magnet (Aqua); Photon Charge

Munny Magnet is on the other side of the 4 10 4 square you begin on. It'southward office of the purple section and costs 210 GP. Photon Charge is in the southwest corner of the three x 3 square right beside the Commencement Panel. It costs 1700 GP; maybe grab this later the first lap, or just buy it from the Mirage Loonshit.

Hunny Pot Lath

Opponents: Pooh and Tigger

Special Panel: Hunny Hunt!

Grab the honey pots to collect GP!

You go 500 GP at the start, and several more hunny pots announced on the board. Y'all need to land on the panel with a hunny pot to earn more GP. Watch out for the pots with bees, as they volition make yous drop GP instead.

Unique/Rare Reward: Cede (Terra); Thunder Roll (Ventus)

All four Special Panels are in a row north of the Showtime Panel, all part of the purple section. Sacrifice is on the Console that costs 500 GP, while Thunder Curl appears on the Panel that costs 900 GP.

Secret Board

Opponents: Terra, Ventus, and Aqua (whoever y'all aren't)

Special Panel: Keyblade Glider!

Motion to whatsoever panel on the board you want! If you are trying to get a specific advantage, like the Ragnarok Command, get direct to that panel and take hold of it. Otherwise, utilise this to put yourself on the next Checkpoint Panel to become some complimentary GP.

Unique/Rare Rewards: None

Well, that's non entirely true. You can get the Ragnarok and Lightning Ray Shotlocks hither, but they are easier to get on other Boards.

If you win at least once on every Control Lath, you will unlock an Accomplishment.

Rumble Racing

Rumble Racing is Kingdom Hearts' version of a cart racing game, such every bit Mario Kart. There are 4 different courses that are increasingly complicated to navigate. Each one is unlocked as you complete the previous i.

To earn the relevant Accomplishment, "Rapid Racer," yous need to identify first in all courses with any one character. To complete the Reports, however, you demand to complete each course within a sure time limit as each character. Y'all will desire to do this in the Mirage Arena to earn the relevant feel.

When loading a course, you can change the number of Laps and Players. I recommend keeping the Laps at 5 but decreasing Players to 2.

For a grade to appear at the Mirage Arena, you have to complete information technology in Disney Town get-go.

Course Time Limit
Country Chase 2 minutes xxx seconds
Disney Drive 5 minutes
Grand Spree five minutes
Castle Circuit five minutes xxx seconds

Full general Information

Each grade has a series of speed-boosting elements. Every bit the courses get more complicated, you will notice these boosts are lined upward to provide a continuous boost. These become almost essential to winning each race and beating the time limit.

Each course has at to the lowest degree i shortcut. These are shown on the map, and often crave using speed boosts off of jumps to accomplish alternate paths. Your opponents can use these too!

Hazards announced regularly. They range from tornadoes that pick you up to barriers on the path that can stop your movement. Memorizing these locations and furnishings is essential to winning each race, and chirapsia the time limit.

Country Chase

The Land Chase route is a adequately simple circuit. Later the offset principal bend, employ the ramp and the heave forth the right side wall to reach the shortcut. There are two tornadoes nigh the stop line that will throw you up into the air. Your vehicle will come up to a consummate stop on the ground before you tin movement again.

Disney Bulldoze

The Disney Bulldoze route begins at the aforementioned commencement indicate but features a more elongated track.

This grade features a 90-degree turn fairly early, but if you utilize the same short cut from Land Hunt, you lot volition approach this turn from a different direction, allowing you to go direct. Hug the left wall correct away to boost upwards a jump and through a second boost. Motion to the right wall and take another ramp onto the second shortcut. Immediately hitting a ninety caste right plow to cut past the long patch of the route.

The route heads through a tunnel that features a 90 degree left plow. After this turn is a shining orb off-center. Entering this will give you a barrier like to Aqua's Defense Command. This acts every bit a defense against attacks and hazards. You tin can completely ignore the next effect.

As you leave the tunnel, you render to the main Country Hunt route. There is one more than tornado to avoid unless yous have the barrier.

Grand Spree

The course is the aforementioned every bit Disney Drive, only this time you drive through it the other way. The start booster jump leads to a barrier, which is nice to take for the tornadoes in the form.

Castle Circuit

The Castle Circuit is a completely new map and is past far the hardest to complete. I found it much easier to win with three players, rather than the usual 2.

From the start, go over the initial ramps and immediately turn left. The path curves back right, and you need to take the center ramp to launch over a gate and into a fountain that drops y'all downwards into a lower surface area. Follow this path forrad, until eventually, you achieve a minor fork in the path. There are moving barriers that will shunt yous left or right. If you get shunted left, take both ramps to become back on the right side path. If y'all go shunted right, follow the path.

If you miss this initial bound, follow the path. Y'all will show up at the moving barriers eventually.

After the barriers, if yous fall to the lower level, you'll need to go the long way effectually. There are a lot of boosters that can shoot you through, simply the AI will almost certainly build more of a lead than you could catch up to. If you are on the quaternary or fifth lap, it might just exist all-time to restart.

Medal Shop

The Moogle Shop at the Delusion Loonshit works differently from the shops yous find in the regular Worlds. This Moogle sells a very different variety of commands, many of which are unique to this shop. For the most part, these unique commands are part of the Friendship Command section and are completely useless.

In the original version of this game, on the PlayStation Portable system, there was local and online multiplayer in the Loonshit. These Friendship Commands, such as Group Cure or Confetti, were meant to be used while doing the various Missions in the Arena with friends. Since the multiplayer function has been removed from the Hd console remasters, these commands agree no value other than to take upward space in your inventory.

Oh, and they are necessary for Reports completion.

Below is a table containing every purchasable item from the Medal Shop, its toll, and the Arena Level yous demand to attain to make it available. I have separated each section to attempt and make the information a bit easier to observe. Note that progressing through the story is as well necessary to make commands prove upwardly.

Some Commands are only available for certain characters. I have placed their proper noun beside the name of the Command, where applicable. If no name is present, and so the Control is available for all three characters.

Assail Commands

Name Loonshit LV Medals
Zantetsuken (Terra) 8 grand

Magic Commands

North/A

Item Commands

North/A

Friendship Commands

Name Loonshit LV Medals
Group Cure 1 180
Grouping Cura 5 360
Grouping Curaga 10 500
Confetti 1 150
Fireworks 5 400
Victory Pose 1 100
Vanish 5 750
Trinity Limit ane 1400
Voltage Stack five 1800
Unison Blitz 10 3000

Movement Commands

Northward/A

Defense Commands

N/A

Reprisal Commands

Name Arena LV Medals
Aerial Recovery i 320

Shotlock Commands

Name Arena LV Medals
Flame Salvo (Aqua) v 900
Photon Charge 10 1600
Bio Barrage 15 2500

ETC

Proper noun Arena LV Medals
Risky Ticket ane 150
Sentinel Ticket 1 200
Ringer Ticket iii 250
Threat Ticket v 400
Treasure Ticket 5 600
Shimmering Crystal 1 300
Fleeting Crystal 1 350
Pulsing Crystal 1 300
Wellspring Crystal ane 300
Soothing Crystal 1 400
Hungry Crystal 1 350
Abounding Crystal 1 400
Chaos Crystal x 500
Surreptitious Gem 15 1500
Giga Magic Recipe 10 2000
Giga Set on Recipe x 2000

There is no Accomplishment specifically related to the Mirage Arena, but completing everything here is required to make full out each Grapheme's Reports.

Find anything yous think is incorrect with this walkthrough? Help usa fix it by posting in its Walkthrough Thread.

This walkthrough is the property of TrueAchievements.com. This walkthrough and any content included may non be reproduced without written permission. TrueAchievements.com and its users have no amalgamation with any of this game'south creators or copyright holders and any trademarks used herein belong to their corresponding owners.

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Source: https://www.trueachievements.com/game/KINGDOM-HEARTS-HD-15-25-ReMIX/walkthrough/81

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