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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