So. New High Score Challenge, if you can call it that. Since there’s no challenge. And high score means nothing. I was actually really sour when I first saw the notice because the multipliers are mostly the same as HD Beast. The rich get richer, you know?
But then I did the mission.
Enemy List:
Lv. 50 Bag O’ Jewels [S] & Bag O’ Coins [P] & Bag O’ Coals [M]
Lv. 75 Bag O’ Jewels [S] & Bag O’ Coins [P] & Bag O’ Coals [M]
Lv. 100 Bag O’ Jewels [S] & Bag O’ Coins [P] & Bag O’ Coals [M]
Lv. 350 Hammer Frame [P]
Lv. 350 Cannon Gun [S] +2 PSM Def
Lv. 350 Dark Plant [M]
~*TARGET*~ Lv. 25 Nosy Mole [P]
7.5 bars of Special over 4 chests
No rankings. 3.2 million necessary for all 7 Chip & Dale medals. I got 3.3 million with a 0% multiplier.
…I guess that’s it?
Uh. Good luck.
<3 KCM
KH 0.2: Zodiac Aqua Guide (Objective 42)
Honestly this may be my favorite boss fight since Lingering Will. It’s remarkably difficult, but in a “you know what you did wrong” sort of way. There’s a little bit of chance at play, but I fully expect this is beatable without taking a single hit. To win, you need to know what you’re doing, and you need to do it well. It’s the sort of fight that teaches you how to play this game properly.
To open the mirror, you’ll need the twelve zodiac pieces hidden in chests around the game. These only appear in your second play through, so don’t bother looking for them your first time through.
Once you enter the mirror, you’ll have to fight a Darkside, a room of elemental heartless, a room of shadows/neoshadows/bats, and a Demon Tower. Dying does not kick you back to the start, so you can keep bashing your head against these guys until you win. They are no different than their story-mode counterparts, except that the Darkside spawns extra Heartless. If you’re at level 80 - which you need for another objective anyway - these are pretty trivial even on Critical.
Then the fifth and final battle: Phantom Aqua. Just as before, she’s a hard chick to pin down. There are only three places in the entire fight I could find to actually get some serious damage on her. But we’ll get to that.
They key thing in this fight is Aqua’s new red-ribbon attacks. They can’t be blocked, so you need to cartwheel away. This really breaks the strategy for the story-mode Aqua fight. At all times, if you don’t know what you’re doing, you should be cartwheeling. If you need a second to collect your thoughts and think about what to do next, cartwheel.
Never jump. Never air slide. Don’t bother locking on - she teleports too much. She will often start her attacks in front of your camera so you can read her movements.
Phase 1:
Her red attacks come in many forms, but the most common you’ll see is her 3 hit combo. This comes in two speeds (0:36 and 0:42). It sounds complicated, but you’ll get used to it very quickly. Cartwheeling usually avoids this.
She also uses red attacks as finishers for certain moves, such as her teleporting strike where she does like 15 hits. If you get caught in this combo, you will get knocked down to 1 health, but you won’t die. The red attack counts as part of the combo so Once More will save you. If you get hit, prepare to cast Curaga or use a Potion the second she finishes her attack.
She also has a system of basic attacks that can be blocked. When she teleports twice, she’s about to use a basic attack. Blocking and countering can get you a little extra damage and keep your combos going. Though this isn’t really worth the trouble, getting used to blocking basic attacks is important for landing a combo against her teleport strike. It’s worth practicing.
So let’s talk about damage.
In phase 1, there are three ways to get damage. The first we discussed: countering a two-teleport attack (0:33). But that won’t land you a combo.
The easiest way is to wait until she’s walking (2:08). This is a typical attack in her arsenal. Often, she will simply start walking slowly around the room, but when you attack her she teleports away and uses a red attack on you. However, dodging this three times leaves her open to a combo. In short:
Aqua is walking > Attack > Dodge > Attack > Dodge > Attack > Dodge > Attack.
The fourth attack will connect, allowing you to pull off two combos. This sounds hard, but it isn’t. The window for hitting her is pretty lenient. Before the second combo, make sure not to jump or move forward - simply hitting X again will reach her (2:19). After the second combo, make sure to cartwheel away or she will hit you with another red attack (2:22). This should be done for every combo.
The final way to do damage is to wait until she starts her teleport strike and block it. These can be dodged with cartwheel, but you should learn to read her movements. She will come out of nowhere, do one fast strike, and disappear (0:18). You’ll probably dodge this one. Then she will do it again. And again. At this point you should recognize that this is the teleport strike and block it. If you do, she will continue to hit your shield. Wait until she stops, which signifies her finisher is coming (0:24). Use Counter (X) and her red move will go right through you. This is because Counter has an invincibility frame. Now she’s open to a two-combo attack. Remember not to jump and remember to dodge afterward.
A lot of this is timing. A lot of this is trial and error. And a lot of it is learning the fight. Don’t feel frustrated if you are having trouble. Soon it will be second nature to you.
Phase 2 (1:15 & 3:13):
Just like story-mode Aqua, she goes into Spellweaver and unleashes hell. But there’s good news! Unlike story-mode, her attacks are completely predictable and always the same.
This transformation happens twice in the fight. Once, after she loses about two and a half bars of health, and once more when she has about two and a half bars left. (I did this on Critical so she might have different health in other difficulties?)
The first thing she does is appear in your camera (thankfully) and shoots orbs at you. Except these orbs are red. Yep. That means they can’t be blocked. You’ll want to cartwheel to avoid these orbs three times.
Then you get a second of peace. If you got hit by the orbs, this is when you should cast Curaga.
After what feels like an eternity of suspense, she’ll use a combo that will drop you down to 1HP. Timing is key here. I actually started to count down, since the duration between her orbs and this attack is always the same.
Then she teleports away a few times and does the same attack again. Whether or not you got hit by the first one, block this one immediately! You do not have time to heal and block the next attack.
Once this attack ends, block again immediately. She will do one final attack where copies of herself zoom in at you. Then they fire red orbs. Counter to invincibility through this. Timing is hard on this one, because if you counter too early the orbs will hit you (like me 1:28). If you counter too late, you can’t block the next attack.
Right after you counter, block again. She attacks you eight times. If you miss this block, you won’t die unless you’re at 1 HP. Then she uses a wall of red orbs. Cartwheel forward to dodge.
Finally, she starts the icy spinning vortex finisher. If you need to heal, do so. Make your way to the center of the room. Once her three selves slow to a stop and start rushing in toward, you, cartwheel backwards, towards the camera, and then cartwheel again forwards toward the Aquas. If you timed this right, it won’t hit you. If you are having trouble with it, cartwheel three times instead of two.
In this moment, she is open to another 2-combo. And congratulations, you finished Phase 2!
In summary:
Dodge > Dodge > Dodge > wait about 3.5 seconds > Block > Block > Block > wait about half a second > Counter > Block > Dodge forward > wait until the spinning stops and comes into the middle > Dodge out > Dodge in > X to attack
(I do this almost perfectly 3:13, except I dodge out a little too early 3:35)
After each Phase 2 change, she will use Blizzaga (1:47). She summons eight balls of ice. Heal before this if you need to. Time your block to defend the first four, then time your block again to defend the second four. During this time, Aqua will either attack you quickly with a basic attack (which is cool because that extends your block!) or she will hit you with a red attack. You won’t die - just heal afterward.
Then back to Phase 1. Then Phase 2 again.
Phase 3:
Phase 3 begins after the second Phase 2 and is exactly like Phase 1 with three exceptions: she casts Blizzaga whenever she wants, she no longer walks, and she does this stupidly unpredictable circle attack (4:25).
Cartwheel saves you a lot of the time, just like in Phase 1, but the only real way to do damage is with the teleport-strike counter tactic. Or get lucky. Hopefully, if you pulled off the second Phase 2 combo, you should only need one more solid hit on her until she’s beaten.
And there you have it! Wow, long guide…
Other Notes:
You’ll see I actually avoid going into Spellweaver (2:33). This is because Spellweaver’s Counter doesn’t lend itself to getting a combo - the animation is too long. I find it easier to stick to one control scheme and Spellweaver makes Aqua’s movements less refined.
Shotlocks can be useful when Aqua is walking and almost nowhere else in the fight. I found the dodge/combo trick to be more reliable than shotlocks, especially because you might not always have Focus when she starts to walk. But it’s up to you!
On Critical, you only get three items the entire fight. Use them wisely! I recommend Megalixirs and Elixirs since they fill your magic bar and health bar.
The last three minutes may have been the most suspenseful moment of my life. XD It shouldn’t have taken as long as I took and it shouldn’t cost as many potions. I just kept making stupid decisions, like not attacking after the first time I hit her, or cartwheeling when I should have been blocking.
HOPE THIS HELPS!!
<3 KCM

High Score Challenge! Yay! Unfortunately, it’s pretty directed toward multiplier again, and only the new medals are giving multipliers. This time around you get the HD Beast medal, which is +3 Power based Strength. Basically, he’s the Power version of Ursula.
The multipliers this time around include Key Art 4, Illustrated Leon, Xehanort & Vanities, and HD Roxas at 21%. Then Illustrated Belle and Beast at 14%. And lastly, the three new Epic medals at 10%.
Let’s get to the enemy list, then I’ll rant.
Room 1:
Lv. 150 Search Ghost* [S] & Lv. 100 Search Ghost* [S]
Lv. 200 Wayward Wardrobe** [M]
Lv. 150 White Rose*** [M] & Lv. 100 White Rose*** [M]
Lv. 100 Hook Bat**** [P ]x3
Lv. 100 Hook Bat**** [P] x3
Lv. 200 Cannon Gun***** [S]
Lv. 200 Morning Star [P]
Lv. 100 Dire Plant [P] x3
Lv. 100 Dire Plant [P] x3
Lv. 100 Minute Bomb [M] (6 hits)
Lv. 100 Minute Bomb [M] (6 hits)
Lv. 150 Gargoyle Knight [P] & Lv. 100 Gargoyle Knight [P]
Special chest (1.5 bars) x4
Health chest x2
Room 2:
Lv. 250 Blue Copter Fleet% [M]
Lv. 250 Yellow Copter Fleet%% [S]
Lv. 250 Red Copter Fleet%%% [P]
Lv. 350 Blue Copter Fleet% [M]
Lv. 350 Yellow Copter Fleet%% [S]
Lv. 350 Red Copter Fleet%%% [P]
~*TARGET*~ Lv. 50 Bag O’ Jewels [S] & Bag O’ Coal [M] & Bag O’ Coins [M]
Special chest (6 bars) x3
*+2 Str
**+3 M-Def
***+1 S-Def & Sleeping
****+1 P-Def
*****+2 PSM-Def
%+2 PM-Def
%%+2 SM-Def
%%%+2 PS-Def
Strategy:
This HSC is obviously geared toward iB&B, which gives the iKairi buff and a cleanse. Almost every group has a buff. That being said, with a few good WoFF medals you can ignore this intention. Though if you did pay for the iB&B missions this week (or next week), keeping a few separate medals is a good idea to act as multiplier bonuses for those who aren’t lucky enough or don’t want to try pulling a premium.
Rewards:
HD Beast takes the place of Ariel&Flounder and Sora&Donald&Goofy B, wherein the top 1000 places get 5 and anyone over 17 million gets two. This means to guilt it you need 17 million minimum. Like Beast’s predecessors, this is a pretty high multiplier.
At 0%, I got about 9.5 million, which means you’ll need about a 78% multiplier. That’s iB&B, two premiums, and a friend’s premium. (Technically that’s only 77%! o_o) Another alternative is two iB&B, 3 epic 10% medals, and a shared premium. But you probably won’t pull the numbers needed to kill those Copter Fleets…
If you aren’t looking to guilt, you only need the top 5k to get one HD Beast.
And unlike previous HSC, this one doesn’t have a second tier reward (think Sebastian or Young King Mickey). Though maybe we should take solace in the fact that the multiplier requirement isn’t in the 90s this time?
Honestly, I’m a little disillusioned. I don’t love really hard HSC that take me hours to make a guide for (this one is taking me about half an hour, btw), but the new format of “You need 80% multiplier to have a chance at guilting!!” is really unappealing to me. I don’t even try, to be honest. It’s just spending money. I don’t have money. And without a second medal to even have a chance at guilting…
Anyway, sorry to bring you all down. I’ve been doing homework for like 12 hours straight. I’m exhausted. XD
GOOD LUCK EVERYONE!! Event ends 3/23!! Congrats to the eight people who get guilted HD Beast!!
<3 KCM

New Org XIII event! For some reason, Xaldin is Speed instead of power, but his Special Attack (stronger in slot 5) makes him ideal for Divine Rose. His event is pretty easy until you get to the last mission.
The event alternates between stages with 1v7 battles and mazes. The 1v7 battles are always one main enemy and six smaller ones - a reference to Xaldin’s six lances he uses in combat. These battles are always on the Beast Castle bridge where you have the iconic Xaldin fight in KH2. The mazes are pretty straightforward, just follow this guide. You might need to restart a few times, but with 0AP this isn’t an issue at all. It’s a lot easier than the Xigbar mazes.
As for the rounds themselves, let’s break it down: (Any round bolded gives a Xaldin medal)
1.) Magic
Lv. 25 Round Rice Cake & Bag O’ Coals x6
2.) Power
Lv. 50 Shadow - Avoid the Lv. 500s
3.) **Speed - 1 turn**
Lv. 75 Swordsman & Eggs (+3 Def) x6
4.) Magic
Lv. 100 Violet Waltz - Jump on the fountain
5.) **Power - 1 turn**
Lv. 125 Gargoyle Knight & Armored Knight x6
6.) Speed
Lv. 150 Soldier - follow the materials
7.) Magic - 1 turn
Lv. 175 White Rose (+1 S-Def & Sleeping) x6
8.) **Power**
Lv. 200 Shadow - go backwards, follow materials
9.) Speed - 1 turn for Hairstyles
Lv. 225 Invisible & Search Ghost (x2 Str) x6
10.) **Magic**
Lv. 250 Red Bandit - bottom of the screen, follow materials
11.) **Power - 1 turn**
Lv. 300 Armored Warrior (+3 PSM-Def) & Gargoyle Knight x6
12.) **Speed**
Lv. 350 Loudmouth - go backwards, follow materials
13.) **Magic - 1 turn**
Lv. 400 Ringmaster (50 Counter) & Christmas Trees (Sleeping) x6
You get the title No. III for completing Mission 13 within 2 turns.
Only Mission 13 is difficult, and that’s because the Lv. 400 Ringmaster has +12 health bars and his accomplices have +5. They are all Magic type, so Divine Rose is the go-to keyblade for this one. The Ringmaster also has a 50 hit counter before he does a 1-shot kill, but getting to that 50 counter in one turn is pretty hard already. After a few attempts with Jack&Sally, I’ve realized that without two defense downs (iXion, HD Axel, iAnsem, KA3, Meg, Smee, Owl) you’re going to have a hell of a time with this guy. You’ll need to bring an AOE, even with a pretty solid Nova. WoFF medals help a lot here, especially if you can grab a friend’s boosted one. Xigbar B is a godsend. But honestly, this last mission will be the make-or-break for the event.
For reference, my 1 turn build was: Olympia +30 - iKairi, iXion, Meg, WoFF Squall (AB3, 100%), TR Sora (AB3, 100%), friend’s boosted WoFF Seph (AB3, 100%), Lv, 364 Nova.
Yeah, it’s a hell of a mission…
Anyway, I lucked into a 93% roll so the full stats are at the top! Leave comments if you need help or if you’ve got advice!
Event ends 3/20!! Good luck!!
<3KCM
Remember that two-on-two Herc event we just did? Well here’s a one on one event for some gems. It’s not really that difficult either.
Some bits of information:
-30 rounds total
-one enemy only, so bring single target damage
-3 gems available at stages 10, 20, and 30 (Magic, Speed, Power respectively)
-50 jewels per victory
-10 jewels on boss victories (the ones that award gems)
-that’s 1380 jewels total
-farmables drop often (which is either amazing or annoying as hell and nowhere in between)
-cleanse medals (Belle, Alice, Zero, etc.) and general defense down medals (iAnsem, iXion, HD Axel, Meg, etc) help a ton
-only the last set has buffs/debuffs listed, since the others are pretty easy to clear; additionally, only boss stages list extra enemy health bars
-I don’t think a play-by-play guide is going to be very useful for you guys, but I’ll say that Classic Donald on Divine Rose absolutely wrecks Cerberus
Enemy List:
Speed
Lv. 15 Soldier
Lv. 30 Bandit
Lv. 45 Wibble Wobble
Power
Lv. 60 Large Armor
Lv. 75 Large Body
Lv. 90 Gummi Hammer
Magic
Lv. 105 Wizard
Lv. 120 High Wizard
Lv. 135 Fire Plant
Lv. 150 Possessors (M) +1 health
Power
Lv. 160 Armored Knight
Lv. 170 Shadow
Lv. 180 Defender
Magic
Lv. 190 Ice Plant
Lv. 200 White Rose
Lv. 210 Dark Plant
Speed
Lv. 220 Stinging Bee
Lv. 230 Invisible
Lv. 240 Black Gummi Copter
Lv. 250 Black Copter Fleet (S) +7 health, x3 P-Def, x3 S-Str
Magic
Lv. 255 High Wizard
Lv. 260 Pumpkin Soldier - x2 PM-Def, x1 S-Def
Lv. 265 Wayward Wardrobe - x3 M-Def
Speed
Lv. 270 Gargoyle
Lv. 275 Cannon Gun - x2 PSM-Def
Lv. 280 Yellow Copter Fleet - x2 SM-Def
Power
Lv. 285 Wyvern - x1 Str
Lv. 290 Gigas Shadow
Lv. 295 Red Copter Fleet - x2 PS-Def
Lv. 300 Cerberus (P) +5 health, x2 PSM-Str
That’s it! Good luck!
If you have questions about strategy or have ideas to help out other players, please leave some comments!
<3 KCM

New month, new Coliseum! This one’s set up exactly like last month - 10 tiers, plus tier 11 for progression. Tiers 12-14 are still not implemented, though the rewards are still present in the Rewards screen. But let’s get to the main event: the enemy list.
(For the new people, the x1 means any round that ends in the number 1. Round 1, 11, 21, etc all use these enemies. So and so forth for x2, x3,…)
x1: Speed
-Creeper Plant x2
-Nimble Bee* x4
-Stinging Bee** & Nimble Bee*
x2: Speed & Power
-Wibble Wobble (S) & Aerial Knocker (P) x3
-Gummi Hammer (P) & Wibble Wobble (S)
-Aerial Knocker (P) x3
-Air Soldier (S)
x3: Magic
-Wizard x2
-High Wizard & Dire Plant
x4: Speed
-Creeper Plant & Flower Rider x3
-Armored Archer x3
-Neoshadow
x5: Power
-Bad Dog x3
-Shadow x5
-Defender
x6: Magic & Power
-Fire Plant (M)
-Dark Plant (M)
-Gargoyle Knight (P)
-Defender (P)
x7: Speed
-Rainy Loudmouth x5
-Search Ghost*** & Armored Archer
-Armored Archer x2 & Rainy Loudmouth x3
x8: Power
-Large Body & Bag O’ Coins x2
-Large Armor
-Bag O’ Coins x3
-Nosy Mole x3
x9: Magic
-White Chocolate Statue***
-White Chocolate Statue***
x0: Magic & Speed
-Darkball (M) & Wibble Wobble (S)
-Fire Plant (M) & Creeper Plant (S)
-Black Gummi Copter**** (S) & White Rose (M)
*+1 Str
**+1 Str, +1 Def
***+2 Str
****+1 PSM Def
Strategy:
This month is surprisingly tame. The White Chocolate Statues have a ton of health as the levels go up, so you’ll want to skip Round 9. You’ll find some enemies like the Black Copter and the High Wizard that might give you some problems, but hey, at least there aren’t any jesters!
Rewards:
Completing Tier 10 nets you 2900 coins, enough for both the blue and pink boards. You’ll have 700 left over. By completing Round 80 in Tier 11, you’ll have enough coins to buy both Magic Mirrors, which I advise over the EXP medals.
The boards come with the same skills as always: DB2 and 5 other things you’ll curse for taking up inventory space. You’ll get the new Coliseum Knight outfits as well as the title Tough Guy for the blue board and Mighty for the pink board.
This month’s skill is the coveted Attack Boost IV, which does x1.8 damage when activated. AB4 is given out to the top 10k, with the top 1k receiving two and the top 100 receiving three. Capes are also awarded to the top 100k, giving the Rare Enemy +4 perk.
Anyway, that’s that. Good luck everyone, have a great March!!
<3 KCM
So the Hercules event is pretty fun, but also very easy. I’m not going to waste your time with a strategy guide, but here’s the list of enemies! You’re given 12 Herc&Phil medals (signified by the ***) which is enough for five re-rolls on guilt! Yay! Anyway, have fun.
One Turn:
Lv. 10 (P)
Aerial Knocker
Armored Knight
Lv. 20 (P)
Red Rose
Dire Plant
***Lv. 30 (P)***
Large Body
Armored Knight
Lv. 40 (M)
Wizard
Darkball
***Lv. 50 (M)***
White Rose
Blue Gummi Copter
Lv. 60 (M)
Poison Apple
Candy Apple
***Lv. 70 (S)***
Neoshadow
Armored Archer
Two Turns:
Lv. 100 (S)
Air Soldier
Aeroplane (+2 Def)
***Lv. 110 (S)***
Black Gummi Copter (+1 PSM Def)
Search Ghost (+2 Str)
Lv. 120 (S)
Stinging Bee (+1 Str, +1 Def)
Nimble Bee (+1 Str)
Lv. 130
Fire Plant (M)
Stinging Bee (S) (+1 Str, +1 Def)
***Lv. 140***
High Wizard (M)
Aeroplane (S) (+2 Def)
Lv. 150
Dark Plant (M)
Black Gummi Copter (S) (+1 PSM Def)
***Lv. 160***
Hades (M) (+3 PSM Def)
Defender (P)
Three Turns:
***Lv. 200***
Cannon Gun (S) (+2 PSM Def)
Gummi Hammer (P)
***Lv. 210***
Invisible (S)
Defender (P)
***Lv. 220***
Morning Star (P)
Dark Plant (M)
***Lv. 230***
Wyvern (P) (+1 Str)
High Wizard (M)
***Lv. 240***
Hades (M) (+3 PSM Def)
Invisible (S)
***Lv. 250***
Hades (M) (+3 PSM Def)
Lv. 200
Defender (P) x2
Wizard (M) x2
Egg Chomper (S) x4
<3 KCM

New High Score Challenge! This HSC has a lot going on medal-wise, so let’s do a quick breakdown.
There are only six multipliers, which is sort of a dick move on SENA’s part. Four of them - HD B, HG B, Shark, and F&J are 10% and one of them is guaranteed from each 10 pull during the event. Then Key Art 3 (14%) and Ursula (21%) are the premiums, which have no mercy pull but come with three dots already. Why KA3 is less than Ursula I cannot fathom. Money-grabbing I guess.
There’s more to say about this, but let’s get the enemy list out first.
Right to left, in sort of a zig-zag fashion:
Lv. 180 Yellow Copter Fleet* (S)
Lv. 180 Invisible (S)
Lv. 350 Red Copter Fleet***** (P)
Lv. 120 Fire Plant (M)
Lv. 25 Bandit x3 (S)
Lv. 80 Armored Knight (P) & Bad Dog x2 (P)
Lv. 120 High Wizard (M) & Fire Plant (M)
Lv. 25 Bad Dog x3 (P)
Lv. 80 Armored Archer (S) & Bandit x2 (S)
Lv. 25 Blue Gummi Copter (M) x3
Lv. 120 Aeroplane*** (S)
Lv. 80 Ice Plant (M) & Blue Gummi Copter x2 (M)
Lv. 180 Wyvern (P)**
Lv. 150 Gargoyle (S) & Aeroplane*** (S)
Lv. 200 High Wizard (M) x2
Lv. 150 Large Armor (P)
Lv. 180 Chocolate Gargoyle*** (S) x2
Lv. 300 Red Copter Fleet***** (P)
Lv. 250 Cannon Gun**** (S) & Fat Bandit (P)
Lv. 400 Fat Bandit (P)
~*Target*~ Lv. 25 Bandit (S)
15 Special bars over 5 chests
*SM Def +2
**Str +1
***Def +2
****PSM Def +2
*****PS Def +2
As you can see, the “ignores attribute” damage of WoFF medals are a huge advantage here. The Red Fleets are probably going to be your biggest problem with their high damage output and multiple hits, plus that type defense. You can Defense Boost through the Fat Bandit pretty easily. You should always try to attack the Red Fleets first so you don’t waste time retrying if you get killed. If you don’t have good WoFF medals, you should be stacking magic medals. (I suppose that’s Ursula’s role, if you manage to pull her.) On another note, Flotsam & Jetsam lower strength by one tier for one turn so it might help survivability during multiplier runs. Moana + Classic Donald is a great F2P model, but you’re going to need some AB2/3 and a decent Nova. Then there’s always Sleep+.
Rewards:
So there are two new reward medals: the tier 4 premium Sora & Donald & Goofy B and the epic Young King Mickey. Both ignore target attributes, but SDG B is AOE and YKM is single target. SDG B is also only one cost.
The first YKM you get is at 10 million points, which is a full clear with 0% multiplier. If you manage to get to 20 million, you’ll have a total of 4 YKM. In Ranking, you can get one in the top 20k. The easiest way to guilt here is Top 2k with 20 million points, which I find incredibly unrealistic. But we’ll get to that.
SDG B is rewarded to the top 5k but is only guilted in the top 1k with at least 23 million points. Since my 0% run got me 11.56 million, you’re looking at around a 100% multiplier.
For the sake of our own personal sanity, let’s say you only need 91%. That’s three Ursulas and two KA3. Your extra slot in this case would go to iKairi. Let’s assume you can take a friend’s Ursula. But you’ll need another Ursula because you’ll need at least one guilted to get enough damage to take out those Red Fleets in one turn. That’s a lot of luck - five premiums in however many pulls you do. And the truth of the matter is, you’ll probably need 98%, which is even less likely. Hell, you could pull 10 KA3 and still not have the necessary multiplier to guilt SDG B! O_O How’s that for perspective?
So then we come back to YKM, which is requiring 20 million. That’s still at least 66%. Taking a friend’s Ursula, you’d need a full load out of the 10% epic medals to get that percentage. And with those medals, you won’t clear the Fleets. So you need at least one premium to guilt YKM.
Four hours ago I was a little excited for this event. I was actually checking my finances to see if I had a hundred bucks spare cash, because two guaranteed guilted premiums sounded too good to pass up. Now, I’m not sure I’ll pull at all. Tieri and Anniversary event are soon, and if there’s no chance at guilting even YKM…
This event frustrates me…
Anyway. Good luck. I’ll be praying for all your 10-pulls!!
Your cynical guide-writer,
<3 KCM
Edit: Here’s a video guide for F2P players.
Xigbar B Event Guide
We’re back for another week of Organization XIII medals! This time - Xigbar, the Freeshooter. This reversed-speed medal deals crazy single target damage. With 7306 base strength - over 200 more than Marluxia A - a 3.80 multiplier, two tiers of general defense down for his attack, and super effective against all attributes, he is hands down the best single target medal in the game. The downside? He costs six gauges to use. ;_; But if you’re sitting on some spare SP Gauge 2 skills, this is the guy on which to use them!
So let’s get down to the event. I really love this one! It’s not hard, but it’s still really fun. True to Xigbar’s elusive teleporting, you need to use portals to find your targets. In addition, there are a good deal of Armored Archers - a reference to his automatic crossbows - especially in Mission 7. The problem is, with the myriad of portals and different routes to take, writing up a guide just wouldn’t do the trick this time. So I made a video!
Missions 3, 5, 8, 10, 11, 12, and 13 give Xigbar medals. Mission 9 gives the hairstyle.
Search and Kill: 1, 5, 9, 13
Gauntlet: 2, 6, 10
Dodge: 3, 11
Any Portal: 4, 8, 12
Search and Kill are best explained in the video. They involve a system of trial and error going through different portals to find the target. The video shows one way of doing these missions, but I’ve already found other routes.
Gauntlets are one group, one room. When you kill it, you go through the portal and clear the next room. Continue like this until you reach the target.
Dodge simply means to dodge all enemies and portals until you get to the end of the room. Mission 3 is much more lenient than Mission 11 - in the video I actually mess up on M3 but it seems to work itself out. For M11, stay closer to the top portals than the bottom portals. Also, for M11, for the bottom part of the screen, you need to stay out of the darkness because there are portals in the darkness that send you back.
Any Portal missions give three pathways. All three portals take you to the next room, but each portal is guarded by a particular enemy. You’ll want to pick and choose which enemies to fight to progress. In particular, avoid Copter Fleets and Gigas Shadows when possible.
Mission 7 is unique in that it doesn’t fit into any of these categories. Just kill everything on your way to the target.
That’s it! You should have your guilted Xigbar B in no time! May the guilt rolls smile upon you! (On that note, it’s been a long time since a guilt event came up so you might want to wait a few weeks before guilting him!)
<3 KCM
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!

