Prima Games eGuides
primagames.com Browse Redeem a code Help
Kingdom Hearts HD 1.5 Remix eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • KHFM: Essentials
    • The Basics
      • The Basics
    • Heroes
      • Heroes
    • Opponents
      • Opponents
    • Equipment
      • Equipment
    • Items
      • Items
      • Synthesis Items
    • Gummi Garage
      • Gummi Garage
    • Magic & Summoning
      • Magic & Summoning
    • Trinity Locations
      • Trinity Locations
    • Dalmations
      • Dalmations
    • Mushrooms
      • Mushrooms
    • Mini-Games
      • Mini-Games
    • Secret Bosses
      • Secret Bosses
    • Trophies
      • Trophies
  • KHFM: Walkthrough
    • Dive Into the Heart
      • Dive Into the Heart
    • Destiny Islands
      • Destiny Islands
    • Traverse Town
      • Traverse Town
    • Wonderland
      • Wonderland
    • Olympus Coliseum
      • Olympus Coliseum
    • Deep Jungle
      • Deep Jungle
    • Traverse Town (Revisited)
      • Traverse Town (Revisited)
    • Agrabah
      • Agrabah
    • Monstro
      • Monstro
    • Atlantica
      • Atlantica
    • Halloween Town
      • Halloween Town
    • Neverland
      • Neverland
    • Hollow Bastion
      • Hollow Bastion
    • Hundred Acre Wood
      • Hundred Acre Wood
    • Olympus Coliseum (Revisited)
      • Olympus Coliseum (Revisited)
    • End of the World
      • End of the World
  • RCoM: Essentials
    • How to Play
      • Kingdom Hearts Recap
      • Gameplay
      • Room Synthesis
      • Leveling Up
      • Moogle Shops
    • Combat Basics
      • The Battle Card System
      • Combat Differences
    • Characters
      • The Heroes of Light
      • Those Who Dwell Inside Castle Oblivion
    • Appendix
      • Card Index
      • Sleights
      • Villains
      • Trophies Lists
  • RCoM: Walkthrough
    • Sora’s Story
      • Sora’s Story
    • Agrabah
      • Agrabah
    • Olympus Coliseum
      • Olympus Coliseum
    • Wonderland
      • Wonderland
    • Monstro
      • Monstro
    • Halloween Town
      • Halloween Town
    • 100 Acre Wood
      • 100 Acre Wood
    • Atlantica
      • Atlantica
    • NeverLand
      • NeverLand
    • Hollow Bastion
      • Hollow Bastion
    • Twilight Town
      • Twilight Town
    • Destiny Islands
      • Destiny Islands
    • Castle Oblivion
      • Castle Oblivion
    • Reverse/Rebirth
      • Reverse/Rebirth
    • Hollow Bastion
      • Hollow Bastion
    • Agrabah
      • Agrabah
    • Monstro
      • Monstro
    • Neverland
      • Neverland
    • Traverse Town
      • Traverse Town
    • Atlantica
      • Atlantica
    • Olympus Coliseum
      • Olympus Coliseum
    • Halloween Town
      • Halloween Town
    • Wonderland
      • Wonderland
    • Destiny Islands
      • Destiny Islands
    • Twilight Town
      • Twilight Town
    • Castle Oblivion
      • Castle Oblivion

Kingdom Hearts HD 1.5 Remix Guide › RCoM: Walkthrough › Sora’s Story

Sora’s Story

Sora’s Story Disclaimer

Caution

Kingdom Hearts: Chain of Memories allows you, the player, to freely complete any of the two World Card sets any way that you wish, as it makes no difference to the story which towns you visit or in what order within each set of World Cards. While you are free to proceed any way that you wish, this guide will follow a specific route. If you decide to diverge from the set walkthrough, your Town Map appearance and rooms layout will look very different, as each Town Map references the floor of Castle Oblivion that Sora is currently standing on, and does NOT depend on the World Card your character visits. The World Card chosen to allow travel creates a replica of that world on the floor you are on within Castle Oblivion itself. So if this guide proceeds to Agrabah on the second floor after the first world Traverse Town, the map will be the same, even if you decide to go to Halloween Town instead. Thus, for the maps in this guide to retain their accuracy, it is necessary to visit the worlds in the order in which they appear in the walkthrough.

Riku’s Story: Reverse/Rebirth

Caution

Kingdom Hearts: Chain of Memories allows you, the player, to freely complete any of the two World Card sets any way that you wish, as it makes no difference to the story which towns you visit or in what order within each set of World Cards. While you are free to proceed any way that you wish, this guide will follow a specific route. If you decide to diverge from the set walkthrough, your Town Map appearance and rooms layout will look very different, as each Town Map references the floor of Castle Oblivion that Riku is currently standing on, and does NOT depend on the World Card your character visits. The World Card chosen to allow travel creates a replica of that world on the floor you are on within Castle Oblivion itself. So if this guide proceeds to Agrabah on the sub-level B11 floor after the first world of Hollow Bastion, the map will be the same, even if you decide to go to Neverland instead. Thus, for the maps in this guide to retain their accuracy, it is necessary to visit the worlds in the order in which they appear in the walkthrough.

Castle Oblivion

Sora’s back, boys and girls, his coveted Keyblade in hand. While his new venture takes place after the original Kingdom Hearts game, the previous game does not necessarily need to be played to understand exactly what is going on, but will help to understand the recurring characters’ motives and earth-shattering events up to this point.

After starting a new game, you are treated to a rather lengthy opening cinematic, which continues from the point at which the first Kingdom Hearts game ended. During the cutscene, an ominous, cloaked figure from the Organization appears to Sora. The mysterious man delivers a pretty dark omen before disappearing, leaving the quartet to ponder his words. Immediately after, Sora, Goofy, Donald Duck, and Jiminy Cricket make their way to Castle Oblivion. Once they enter, they all have a feeling that King Mickey is around. The ominous figure follows them and relays some interesting information. Just a little memory-swapping, nothing too dangerous. During the scene, the dark figure hands Sora the World Card for Traverse Town. World Cards are a must for inter-world travel. The world selection screen appears, prompting you to select Traverse Town as the first destination.

Traverse Town

Upon entering Traverse Town, the strange man in black explains even more about Sora’s predicament. This begins a battle tutorial to get you acquainted with the controls. The tutorial is pretty straightforward, with explanations for using Cards during battle. Each Card performs an attack, while a face Card (like Goofy for example) will enact a special ability. The Donald face Card uses a magic attack, while the Goofy face Card uses attack strength. After completing the tutorial, Sora obtains the Key of Beginnings Card, which is the first of many Cards to be used in the game.

When Sora finally becomes playable, you are free to run, jump, roll, or swing your Keyblade around. A menacing barrel drops down in front of you and must be destroyed. Congratulations! You obtain a Map Card for picking a fight with a barrel. These Map Cards fulfill some very important functions in the game as well as a strategy for getting from one point to the next. On the front of the Map Card is one of three colors: red, blue, or green. Also on the Card will be a picture and a corresponding number. Each Card has a different purpose and will change the characteristics of the room you want to enter based on what is explained on the Card. For instance, if the door requires a red Card with a number 3 on it, you must have that corresponding Card to enter.

Note

Some Cards may have the color and the number you want, but they also will spawn tons of enemies that attack you relentlessly. Another Card of the same color and number may cause all the Heartless in the room to be put to sleep, making it easy to pass by if you want to avoid enemy encounters.

As you proceed a Shadow Heartless picks a fight with you. Show it who’s boss and throw a box at its head if you wish.

Tip

Throwing boxes or barrels sitting in some rooms at an enemy will cause them to become stunned. If you then engage the enemy in battle, the enemies in battle mode will all be stunned for a short period of time. This can give you the upper hand and be a great way to preemptively strike your opponent.

Once in battle, use whatever Attack Cards you have to finish the job. Beat the enemies into submission to receive a Map Card for your efforts.

You are now able to venture on through the only door in your path. Use the Map Card to pass through the door. Once Sora comes through the other side, the path becomes quite linear and very easy to navigate. A save point appears and a short explanation comes with it.

Press while standing on the save point to save your progress up to this point.

Tip

Smashing the barrels in the rooms is a great way to obtain Map Cards, Key Cards, or Moogle Points.

Continue through the door by pressing , then use the correct number Card to enter the next door.

Now a few Shadow Heartless will engage you in combat, depending on which Card you used when creating this room. Engaging in random encounters not only helps Sora level up, thus becoming stronger, but also gives you a chance to collect more Cards to access the upcoming doors. That being said, the Cards you will receive will most likely be red Cards that spawn Shadow Heartless at this point.

Tip

Spending ten to fifteen minutes to grind levels at this point will not only add a few level ups, but will also help you stock up on extra door Cards.

When you are ready to move on, you must proceed through the special door with the crown imprinted on the top of the door. Doors with crowns over them require special Cards called Map Cards to open them. Open this crown door with the Key of Beginnings Card to advance the story.

Upon entering the room, Goofy and Donald surprise you by jumping out from behind you. Along with Jiminy, the four of you attempt to understand how you came to be in Castle Oblivion AND Traverse Town at the same time. Jiminy proceeds to explain that this is not the real Traverse Town, and that the Card created Traverse Town inside Castle Oblivion. Sora eloquently shouts that the party must stop talking and move on. Just then, Leon enters the room. Apparently he is having the same problems, because he has no idea who you are and thinks he is in the real Traverse Town. Something is terribly wrong here.

Shortly after the strange conversation, Leon will teach the function of different Attack Cards called Keyblades. Leon begins by explaining Card strengths and breaks, as well as a how-to on using Sleights, an important quality of the game. Leon kindly gives Sora the Simba Summon Card.

Sora acquires the Key of Guidance Card, which has the exact same function as the Key of Beginnings Card and will be used for opening crown doors. Sora automatically exits the room and appears back in the first area. Now run to the second door and unlock it with the Map Card it specifies and proceed to the next area.

Once inside you will find that whatever was printed on the Map Card is what takes place inside the room, so be cautious of what kind of room you create. At this point, however, you will have a Card that spawns enemies. Avoid them if you wish, or fight them to gain extra experience and a few more Cards. Whatever you decide to do, remember to break the boxes and barrels in the area to gain some Moogle Points and possibly a new Card. Again you are faced with a crown door. Now that the Key of Guidance is in your sweet little hand, you can gain access to enter this crown door as well.

Another scene unfolds with Aerith, Yuffie, and Leon, along with Sora and company, discussing their apparent memory loss. What does it all mean? After the discussion, Sora obtains the Key to Truth Card, which will open the last crown door in the next area. View your map to see the last room and make your way there by opening the last numbered door and finding more Shadow Heartless on the other side. Again you can proceed past them, or attack them while they are the most vulnerable.

Note

The Moments Reprieve Card will create a room with a save point.

Caution

You are about to encounter your first boss battle. Save your progress before going through the last crown door.

After you are ready to proceed, use the Key to Truth Card to open the last crown door and meet up with Cid. After Cid mentions something about a large Heartless that rings the bell in the bell tower, a bell is sounded and a vertically inclined purple machine jumps down in front of you, automatically starting the battle. This Heartless is named Guard Armor, and it is clear he doesn’t like you.

Boss Battle: Guard Armor

Being the first boss, Guard Armor is not overly difficult; simple enough so that players will not verge on the edge of insanity, but not quite a cakewalk either. His body splits into five parts: the body, two arms, and two legs. To defeat this boss, his body parts must be systematically destroyed. Guard Armor’s arms and legs can be overcome by simple Keyblade Card attacks, while healing when necessary.

After Guard Armor’s arms and legs are decimated, focus on the body. Be cautious though. At this point his body will start spinning around at random, making this part a bit tricky. Nevertheless, teach that purple mechanized brute a lesson. Remember to heal when you can and finish him off with some well-placed Keyblade strikes.

Tip

The Dodge Roll move will be your best friend and, when used accurately, can ensure that you take as little damage as possible.

After Guard Armor is defeated, a cutscene follows in which Aerith warns Sora that his memories may be false. Subsequently, Sora is free to continue on his path. Run up the ramp, then finally climb up the ladder. Conveniently enough, a save point is waiting for you at the top of the ladder. Use it and move through the door via a numbered Card.

A cutscene is triggered, and the black figure appears. His tone is a bit more menacing than before, and a new enemy—Axel of the Organization—emerges behind him. Unfortunately for him, you are well equipped to handle him. Your second boss battle begins now!

Boss Battle: Axel

This fight is not very difficult if you maintain the same battle tactic as before, alternating between Attack Cards, Summon Cards, combos when necessary, and the occasional heal Card. Axel performs some nasty flame attacks with his two circular blades, and this is the first boss battle that will use Sleights against you, which can combine on you and inflict significant damage. Rolling and dodging these attacks can be tricky, however Axel announces his stronger moves very openly, giving you enough of an opportunity to anticipate and react. Axel begins by using Fire Wall, which appears exactly as it sounds, making a wall of fire around Sora.

Tip

Your Dodge Roll can roll you right through a Fire Wall attack without taking any damage.

It is best to dodge this if you can, as it will damage you moderately if you don’t. Axel then teleports around you instead of actually moving as you do. Watch out for his other strong attack—Chakram Throw—which can make this fight a bit frustrating if you get caught in its wake. This fight is a short one if you know what you are doing, and can be made shorter if you use Ice Magic Cards, because Axel’s element is fire. Upon achieving victory, you are given a Fire Magic Card for your efforts.

Tip

Use Blizzard as much as possible, which can cause serious damage against Axel.

Another cutscene begins and Sora acquires a new World Card like the one you used to enter Traverse Town. Axel reappears and informs you to recall all of your memories so that you may find Riku and King Mickey. His last words remain ominous, warning you that if you find all of your memories, “you may no longer be who you are now.”

Sora finds himself on the first floor of the Exit Hall in Castle Oblivion. Speak with Goofy and Donald if you wish, then sprint up the stairs. A message appears, cautioning you that if you leave the area, all other rooms that have become unlocked will be erased. If you want to return to this floor later you will need all new Map Cards.

At the top of the stairs, yet again you are welcomed by another cutscene. Jiminy attempts to recall Axel’s words and make sense of them. Goofy and Donald prove to be of little help in remembering anything. This is fine, as the truth will be revealed in due time. Before Sora becomes playable again you will receive a PlayStation Trophy called Card of Memories.

You are now on the second floor Entrance Hall. Move forward to gain an explanation of the odd-looking circular object that stands in your path. This is a warp point, and you learn about the concept of warping here. Standing by it while pressing will open the World Warp menu. Unfortunately this warp ability is of no real use to you at the moment, so you may skip the World Warp menu for now. This skill will be used at greater length later, as it is the key to obtaining some pretty rare Cards.

Note

Warping allows you to move freely between floors that you have already completed to access rooms that were previously missed.

A save point is in the current room, so take advantage of it. Then speak with Donald and Goofy, who are still trying to remember that little something. When preparations are complete, hop, roll, or sprint to the large door at the back of the room. From here you are free to use any one of the five World Cards you received after the fight with Axel and progress through the game via any World Card.

Note

Once you enter a world, the enemies will automatically match your current power level and strength, so don’t worry about jumping into a world that has enemies beyond your fighting level.

Seeing as you now have free reign to blaze your own trail, this guide will run this course as follows:

  • Agrabah
  • Olympus Coliseum
  • Wonderland
  • Monstro
  • Halloween Town

Follow along as we journey on to the land of Agrabah!

Keep reading with a free account

The first 3 sections of Kingdom Hearts HD 1.5 Remix are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousTrophies Lists NextAgrabah