Walkthrough:Kingdom Hearts II/Beast's Castle: Difference between revisions

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Battle's the same as before, but now the {{Wtext|Thresholder|b}} will continue to send Dark Aura towards the party. Just do what you did before to release the {{Wtext|Possessor|b}}, then defeat the flying spirit to end this battle. Once the battle is finished, {{Wtext|Sora|c}} will learn {{Wtext|Upper Slash|a}}, {{Wtext|Donald|c}} will learn {{Wtext|Donald Fire|a}} and {{Wtext|Goofy|c}} will aquire more HP.
Battle's the same as before, but now the {{Wtext|Thresholder|b}} will continue to send Dark Aura towards the party. Just do what you did before to release the {{Wtext|Possessor|b}}, then defeat the flying spirit to end this battle. Once the battle is finished, {{Wtext|Sora|c}} will learn {{Wtext|Upper Slash|a}}, {{Wtext|Donald|c}} will learn {{Wtext|Donald Fire|a}} and {{Wtext|Goofy|c}} will aquire more HP.


Enter the {{Wtext|Dungeon|l}}, where you'll meet the {{Wtext|Beast|c}}'s servants: {{Wtext|Cogsworth|c}}, {{Wtext|Lumiere|c}}, {{Wtext|Mrs. Potts|c}} and {{Wtext|Chip|c}}. They explain that the {{Wtext|Beast|c}} was cursed by an Enchantress because he refused to let her spend a night in his castle because of her merger appearance. The servants were also enchanted as further punishment. Fearing that the {{Wtext|Beast|c}} might have become a Heartless, they offer to help the party reach the {{Wtext|Beast|c}}'s chambers through a {{Wtext|
Enter the {{Wtext|Dungeon|l}}, where you'll meet the {{Wtext|Beast|c}}'s servants: {{Wtext|Cogsworth|c}}, {{Wtext|Lumiere|c}}, {{Wtext|Mrs. Potts|c}} and {{Wtext|Chip|c}}. They explain that the {{Wtext|Beast|c}} was cursed by an Enchantress because he refused to let her spend a night in his castle because of her merger appearance. The servants were also enchanted as further punishment. Fearing that the {{Wtext|Beast|c}} might have become a Heartless, they offer to help the party reach the {{Wtext|Beast|c}}'s chambers through a {{Wtext|Secret Passage|l}}.


However, on the second floor in the {{Wtext|Undercroft|l}}, two knight armors guard the entrance to the {{Wtext|; talk to {{Wtext|Cogsworth|c}}, and he'll ask them to move. They do so. Enter the {{Wtext|. In there, it's revealed the exit is hidden by a contraption. {{Wtext|Cogsworth|c}} will hop onto a handle and lanterns will come down. To open the hidden door, you need to put out the enchanted flames; this will require {{Wtext|Sora|c}}'s light, as water will not be enough to put it out.
However, on the second floor in the {{Wtext|Undercroft|l}}, two knight armors guard the entrance to the {{Wtext|Secret Passage|l}}; talk to {{Wtext|Cogsworth|c}}, and he'll ask them to move. They do so. Enter the {{Wtext|Secret Passage|l}}. In there, it's revealed the exit is hidden by a contraption. {{Wtext|Cogsworth|c}} will hop onto a handle and lanterns will come down. To open the hidden door, you need to put out the enchanted flames; this will require {{Wtext|Sora|c}}'s light, as water will not be enough to put it out.


Your main goal here is to light the three remaining lanterns (the first one has already been down in a cutscene). To complete the task, you must make sure that {{Wtext|Mrs. Potts|c}} and {{Wtext|Lumiere|c}} are with you at the lanterns. Attack any crates that block the way to let them pass. Once both are at the lanterns, use the reaction command "Sprinkle" to light them. However, {{Wtext|Cogsworth|c}} cannot hold onto the handle for long; if the gauge runs out, he will fall off and the unlit lanterns will return to the celing. If that happens, use the reaction command "Restore" to help him recover his stength.
Your main goal here is to light the three remaining lanterns (the first one has already been down in a cutscene). To complete the task, you must make sure that {{Wtext|Mrs. Potts|c}} and {{Wtext|Lumiere|c}} are with you at the lanterns. Attack any crates that block the way to let them pass. Once both are at the lanterns, use the reaction command "Sprinkle" to light them. However, {{Wtext|Cogsworth|c}} cannot hold onto the handle for long; if the gauge runs out, he will fall off and the unlit lanterns will return to the celing. If that happens, use the reaction command "Restore" to help him recover his stength.
After this, all that needs to be done now is to push a block that is sticking out of the wall near the fourth lantern. {{Wtext|Sora|c}} will do this. {{Wtext|Lumiere|c}}, {{Wtext|Mrs. Potts|c}} and {{Wtext|Chip|c}} will then leave. Now head towards {{Wtext|The West Wing|l}}. Don't forget to collect the {{Wtext|Treasure Chests|t}} in the {{Wtext|Secret Passage|l}}, as well as the one preveously unreachable in {{Wtext|The West Hall|l}}. There is now a chance that the statues will come to life as either a {{Wtext|Gargoyle Knight|e}} or a {{Wtext|Gargoyle Warrior|e}}. Once you reach the {{Wtext|Beast's Room|l}}, a cutscene will show a member of Organization XIII speaking with the {{Wtext|Beast|c}}, explaining that {{Wtext|Belle|c}} will soon take everything he has, including the Castle, the {{Wtext|Rose|i}}, and then the {{Wtext|Beast|c}}'s own life. He even convinces the {{Wtext|Beast|c}} that {{Wtext|Sora|c}} and his friends are assassins sent by {{Wtext|Belle|c}}. The member then disappears, and the {{Wtext|Beast|b}} attacks the party.
*'''Boss:''' Beast
Make sure that you have at least one {{Wtext|Potion|i}} on hand, as the {{Wtext|Beast|b}} can deal a lot of damage. You can stun him by using the reaction command "Wake Up", but it's a lot easier to just attack head on. Once the {{Wtext|Beast|b}}'s HP is gone, use the reaction command "Charge" to return to his senses. Winning the battle rewards {{Wtext|Sora|c}} with an armor slot, {{Wtext|Donald|c}} with more HP and {{Wtext|Goofy|c}} with {{Wtext|Defender|a}}.
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