![]() ![]() ![]() Use the world card to go to Destiny Islands, where Sora must take the Key of Beginnings through the first two rooms to find a crown door for it, which also requires a card valued at 2 and a card valued at 8 to gain access to the Key of Guidance. ![]() Make sure to roll out of the way of his fireball, break his attacks with Sora's 9 and 0 cards, and just wear him down while keeping the Hit Point meter high. The victory will grant Sora a Vexen card as well as access to the twelfth floor, where Riku waits! This fight is the exact same as before, but this time his life meter is extended. This is when Sora should go on the offensive, using strong key cards, strong summons (Cloud is top notch as a choice as usual), and fire magic is also a great option as Vexen remains weak to it. To achieve victory, Sora will need to play defensively for a while, using Cures to keep his Hit Points high while letting Vexen slowly narrow his library of cards down (limiting his attacks). Vexen is a lot tougher the second time, utilizing more combo attacks (the same freeze spell at the first fight, icy spots to slip Sora up, a direct ice attack, and an icicle attack that follows Sora around) along with more physical hits from his shield. Twilight Town is the next memory for Sora, so take the Key of Beginnings as Sora moves southeast, northeast, and northeast to find a crown door for the Key, which also requires a card in value of 5 or higher, a card in value of 5 or lower, and a blue card to gain access to another go at Vexen. ![]()
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