Pt. 1.) Red Blue Blue
Pt. 3.) Red Blue Green
Pt. 5.) Blue Green Red Blue
Alice Mace Event Pt. 2
Pt. 6.) Green - Blue - Green
Pt. 8.) Blue - Go back the way you came four times.
Pt. 9.) Follow the items on the ground.
Pt. 10.) Four invisible enemies before the target.
Pt. 11.) Upper left - bottom left - bottom right - bottom right - upper right
**Disclaimer** Be sure to combine your 5* Alices into one with three dots and one with two dots. Each uses one Alice to evolve, so doing this any other way means you won’t get her guilted!
1. which boss do you find the most difficult (story bosses)
2. favourite party member (aside from donald and goofy)
3. which character do you find the most attractive
4. in bbs which character order do you play in
5. have you cried at any point in the series?
6. favourite dream drop distance world
7. when did you first start playing kh
8. favourite chain of memories world
9. favourite final fantasy character
10.favourite kingdom hearts 2 world
11.difficulty you generally play on
12.favourite kingdom hearts 1 world
13.favorite organization 13 member
14.favourite birth by sleep world
15.favourite/most used drive form
16.favourite original character
17.have you ever cried over kh
18.favorite game in the series
19.favourite/most used summon
20.hopes for kingdom hearts 3
21.favourite disney character
22.least favourite heartless
23.least favourite character
24.favorite disney villain
25.least favourite world
26.favourite world theme
27.favourite boss theme
28.favourite heartless
29.favourite character
30.favourite unversed
31.favourite keyblade
32. favourite outfit
33.favourite nobody
34.favourite world
35.favourite scene
36.favourite song
37.notp
38.otp
39.0t3
and
40.anything else you feel like asking

Alright guys, new month, new Coliseum. Contrary to the Tier 12-14 additions, they don’t seem to be implemented into the game. So… basically, nothing is different. Let’s get started.
Enemy List:
x1: Power
~Gargoyle Knight
~Gargoyle Knight & Armored Knight x2
~Armored Knight
~Armored Knight & Bad Dog x3
x2: Magic
~Poison Apple & Candy Apple
~Candy Apple x2
~Poison Apple
x3: Speed
~Cheery Ape
~Cheery Ape
x4: Power
~Dire Plant x3
~Gummi Hammer
~Red Rose & Dire Plant x3
~Gummi Hammer & Red Rose
x5: Magic
~Wizard & Bag O’ Coal x3
~White Rose* (sleeping) & Wizard & Bag O’ Coal x2
~High Wizard
x6: Speed
~Hook Bat** x4
~Wibble Wobble x2
~Wibble Wobble x2 & Hook Bat** x3
~Air Soldier
x7: Power
~Large Armor
~Large Body
~Pester Jester+ & Gummi Hammer
x8: Magic
~Fire Plant
~Fire Plant x2
~Fire Plant & Ice Plant x2
x9: Speed
~Yellow Gummi Copter* x5
~Black Gummi Copter***
~Yellow Copter Fleet****
~Special Chest (6 bars)
x10: Power
~Morning Star
~Defender
~Defender & Bag O’ Coins x2
*S-Def +1
** P-Def +1
***PSM-Def +1
****SM-Def +2
+Caution - applies debuffs
It looks like x3 and x9 are going to be the ones you want to skip this month. The Cheery Apes are sort of this month’s Gigas Shadows - lots and lots of health. If you had good luck last month with the Gigas Shadows you can take your chances on these guys, though! Yellow Copter Fleet is going to be just as bad as Blue’s was last month. There are no mix-attribute groups. The Coliseum after WoFF medals came out - who would have guessed! But this opens up a lot of versatility with keyblade and medal selection too. Lastly, the Pester Jester puts one of a few different debuffs on you at the start of your encounter. If you get one that really hinders your attacks, just reload the game.
Rewards:
Completing Tier 10 gives 2900 coins and each board costs 1100. The boards are very standard - nothing worth remarking on. The titles are “War-Torn” for the blue, and “Pinnacle” for the pink.
A new Bonus Board was added! This changes very little, except it - like the other one - starts with a Magic Mirror. One is 600 coins, the other is 900 coins. If you manage to get to Round 80 of Tier 11 this month - which is a little under the top 10k - you can actually buy both Magic Mirrors if you forgo the EXP medals! I advise doing this - MM are limited and EXP medals are not.
This month’s rank reward is Attack Boost III + Attack Prize Plus. Top 10k get one, top 1k get two, and the top 100 get three. If you have any guilted medals that are good with APP (J&S, iXion, TVA, etc.) this is a great addition to your repertoire. If you have your APP on non-guilted buffs (like me… >_<) then this really isn’t worth a lot of trouble. Getting one is probably fine.
Then there’s the Cids, Magic Mirrors, Moogles, Skills, etc… the usual stuff. AB2 and DB2 are still on the Coliseum boards if you need them.
ALRIGHT THERE YOU GO! That’s it! Good luck this month!
<3 KCM
Pt. 1.) Red Blue Blue
Pt. 3.) Red Blue Green
Pt. 5.) Blue Green Red Blue
KH 0.2 - Guide for Objectives 31 & 41 - Phantom Aqua
Objective 31: Queen of the Rink - perform Spellweaver’s Finisher
Objective 41: Flawless Victory - take no hits from Phantom Aqua round 3
This fight is a demonstration in patience. Aqua’s block basically guarantees that you’ll never get hit if you get the timing right, with one or two exceptions. Her teleports all have unique animations and you’ll quickly learn to read her movements to determine when to block (0:11). The game gives a generous amount of time for her block animation so you can hit it at the last second or way too early and still find yourself in good shape. After ever block, you should counter. She disappears too fast to wait out the animation.
Other than her teleport strikes, she has three main abilities you’ll want to avoid.
Blizzaga creates a series (I want to say six or eight) huge elemental spike balls that she will throw at you. These can be blocked, but they can also dodge roll out if you get the timing right. Basically, the second they should do damage to you, you should cartwheel away. Luckily, she only seems to use this specific ability /after/ using Spellweaver. Chances are, you won’t even have to deal with Blizzaga.
Her phantom images are the second ability (0:22). When she gently walks toward you, you can either hit her or wait a few seconds, then she will split into many copies of herself. There are two ways to handle this. You can lock on and search for the real one - who has a greater health bar - or you can just cast Thundaga and move on with the fight. If you can find her you’ll get a great combo, but if you don’t you risk losing the arrows you are trying to build up for Spellweaver. To keep the fight moving, I usually just use Thundaga.
Lastly is her Spellweaver finisher (0:31). She turns into three versions of your Spellweaver finisher and spins around you. When she slows down, she comes into the middle. You can block and counter, but I find cartwheel out and back in again gives you an almost guaranteed combo (0:36). This is the attack you want her to use - it’s easy to dodge and it guarantees at least two finishers.
Now for the strategy. If you’re going for Objective 31, you can start with a Shotlock while she transforms (0:08). If you’re going for Objective 41, a Shotlock at the start puts you too open to being attacked.
Stay in the middle of the room. Block everything until she uses one of her special moves. If you get hit, don’t give up right away. Practice getting your block timing down. When she uses a special like Spellweaver, then just take the death and Retry.
When she finally uses Spellweaver, follow the instructions above to land a combo. Once you finish the first combo, let her hit the ground (0:42). If you try to attack her again before she hits the ground, she’ll teleport away. After she touches down, unload another combo. Assuming you got a few block counters on her, this should give you enough to activate Spellweaver. She’ll disappear after this and launch into a new attack.
Conveniently, the chance is extremely high of her using her Spellweaver finisher right after you change into Spellweaver (0:47)! This is exactly what you want to happen. Rinse and repeat the actions above and you’ll max out your Spellweaver to use your finisher, granting you Objective 31! Whoo! Good job!
There is a caveat to this, however. On Critical or Beginner, too many counters will lower her health too much for you to get the finisher off before you kill her. I really recommend you do Objective 31 on Normal or Proud, since there’s more room for error. If you’re doing it on Critical, I recommend using block without counter for the first few teleport strikes.
If you are working on 31 and 41 at different times - which I highly recommend you do - then you can use any time you get hit to land a good combo before she disappears. Block’s animation takes too long and she vanishes, but without block you can get some hits on her after a few specific teleports.
Objective 41, however, you should do on Beginner or Critical - I recommend doing it on your Critical playthrough for Objective 51. Because you never get hit, the damage taken is irrelevant for Objectives 41 and 47. You also do significantly more damage on Beginner and Critical, which means the fight is over much faster.
Alright! That’s it! If you have any questions or anything send me a message!
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KH 0.2 - Guide for Objective 47 - Darkside
Objective 47: Keeper of the Orb - take no hits during the Darkside fight
This guy can be really frustrating, but he requires more luck than skill. When the fight starts, the path leading up to him is bombarded with dark orbs (0:08). When they hit the ground, they leave a black puddle and a ball of spikes forms in the middle of it. The puddle doesn’t hurt you, so don’t worry about that, but you’ll get hit many times just on the way to the boss himself. If this happens, it’s best to run into more spikes and die to reset.
I recommend not jumping if you can help it. The longer you stay in one area of the path, the more orbs start to fall in that section. You want to get to the end of the path as quickly as possible so that there are statistically less orbs to deal with. Jumping breaks your momentum so only use it if it’s necessary.
Once you get to the Darkside, the orbs stop falling. His hands are his weak points - pick one and start wailing on it. After one or two combos, he will do one of two attacks that you will recognize from every other KH game:
Dark Pool (1:12): an orb of light will appear in his hand and he will punch it downward into the ground, creating a pool where Shadows will spawn. You can’t touch the orb of light, you can’t be on the ground when he punches down, and you can’t let the Shadows overwhelm you. I’ve died more than once to some errant Shadow getting in a cheap shot when I was attacking the hand. My recommendation is to spam Thundaga three times, resetting your MP. You won’t need healing for the Objective anyway. If you hit every Shadow, this will give you the Thundaja finisher, dealing half a health bar of damage to the Darkside.
Missiles (0:35): he will kneel down and shoot three waves of missiles out of his chest. Get some distance and block, which will deflect the missiles back at him. After the third wave, go back to attacking his hand.
After the Darkside performs one of these attacks, he will rain the orbs back down on you (0:53). When this phase ends, he will use the attack he didn’t use the first time. Rinse and repeat.
When the Darkside gets to 2 and two thirds health bars, he will absorb the power of the orb above him. His hands will no longer be targetable - only his head. That’s how you know he is switching to Phase 2. Luckily, he finishes out his attack before he switches phases, giving you more time to do damage to him if he’s in the middle of casting Missiles, Dark Pool, or the rain of orbs.
Phase 2 is incredibly erratic and very hard to dodge. That’s why I advise you to kill him before this phase happens. That’s where your Shotlock comes in.
Strategy. Don’t hesitate. During the orb phases, just attack as much as possible. You’ll probably get hit with an orb about 40-50% of the time and have to restart, but avoiding them for 5 minutes only to get hit by something else isn’t worth the time or energy. When Missiles start, block. When Dark Pool happens, Thundaga. If you get to Spellweaver, use it immediately.
If you push him into his third health bar - where he is about to begin Phase 2 - give him a second to start his next attack. Do as much damage as you can, then cast all of your Thundagas, all of your finishers (except Spellweaver - it can take a long time and he is invincible in Phase 2) and then Shotlock the last two bars of health before he goes invincible. And bam. Done.
You’ll notice in the video I use Spellweaver finisher near the end there. I was trying to use Thunder, actually. ^_^; Oops. But luckily he was still well into the animation of Dark Pool and it worked in my favor!
As with Objective 41, I really recommend Critical or Beginner for this fight. The more damage you do, the less time there is to make a mistake. Proud mode takes a very long time and Normal isn’t that much better. Because you aren’t taking damage, how hard the Darkside hits doesn’t matter.
Alright! That’s it! If you have any questions or anything send an ask!
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