Walkthrough:Kingdom Hearts II/Beast's Castle

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Beast's Castle

First Trip

The Beast

Beast's Castle is one of the many Disney worlds in the game. Upon landing, the party wonders who lives in the castle. Suddenly, they hear a loud roar. Goofy recognizes the roar belongs to the Beast, and so does Sora. They suddenly spot a Shadow Heartless enter a room on the right. They follow it into the room, which also contains a rose. Suddenly, a Shadow comes out of the ground, and more follows, starting a battle with multiple Shadows.

This battle should not really last long. Just fight with either meel attacks or cast Fire if the Shadows are near Sora and are vurnerable.

In the middle of the battle, Beast comes in and uses his claws to take down the remaining Shadows. However, he pays no attention to Sora and his friends for some reason, even whacking them out of the way to get the rose and walks out of the room like nothing happened. You now regain control of the party. The room you are in contains a save point and a Moogle Shop. Save the game, and walk out of the room. Donald will then mention that he saw a lady at the top of the stairs. Goofy implies that if the Beast is here, then the lady must be Belle.

Now, go up the stairs and to the right. You'll enter the East Wing, where a cutscene will show Donald charging into Belle's room when he hears her wondering what to do. Belle opens the door, grabs Donald and cuddles him. Belle reveals that Beast has been acting weird lately. The only ones who might know what's going on are locked in the Dungeon by the Beast himself. The Dungeon is located past the Undercroft in The West Hall. Now, go back to the entrance, and take the other flight of stairs to The West Hall. You'll soon encounter a Wardrobe.

A brief scene will show Sora pushing the Wardrobe out of the way, revealing the entrance. However, the Wardrobe suddenly wakes up, jumps back to where she was, and resumes sleeping. And now you have to play a minigame. The main objective is to carefully push the Wardrobe away from the door using the "Push" reaction command. Don't press Triangle when she's awake, as the command will change to "Waken"; if she catches you pushing her, and she'll jump back in front of the door. After completing this, she'll apologize for the trouble, and will mention that she was once a human, and so was the Beast. Only, the Beast wasn't just a regular human, he was a prince of the castle. She won't mention any more stuff. Enter the Undercroft and prepare for a boss fight.


  • Boss: Thresholder and Possessor

Attack the Thresholder with meel attacks; don't bother use magic on the Gargoyle Heartless that attack you, as the first round are immune to magic. The Thresholder twins will sometimes smack the floor with their arms, so watch out. Sometimes, they might even send you towards the upper floor with an unknown gust. Once the HP is out, press Triangle to perform the reaction command "Release"; it will release the Possessor. Attack the Possessor until it losses half of it's HP. After that, it will re-posses the door, reviving the Thresholder.

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

Enter the Dungeon, where you'll meet the Beast's servants: Cogsworth, Lumiere, Mrs. Potts and Chip. They explain that the Beast 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 Beast might have become a Heartless, they offer to help the party reach the Beast's chambers through a {{Wtext|

However, on the second floor in the Undercroft, two knight armors guard the entrance to the {{Wtext|; talk to Cogsworth, 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. Cogsworth 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 Sora'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 Mrs. Potts and Lumiere 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, Cogsworth 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.