Welcome to the beginning of this walkthrough. This walkthrough will guide you through Kingdom Hearts III, as well as the Kingdom Hearts III Re Mind DLC.
Worth the challenge |
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Beating the game in Critical Mode will reward you with the Proof of Times Past, which can be exchanged for the Oblivion Keyblade, so it's worth trying at least. |
When you select New Game from the Main Menu, you get to choose the Difficulty Level for the game. For your first playthrough, you can only choose between Beginner Mode, Standard Mode, and Proud Mode. After beating the game once, you can also play in Critical Mode.
- Beginner Mode: Choose this if you just want to enjoy the story without worrying about the combat. Sora will take less damage, deal more damage and gain more EXP compared to Standard Mode.
- Standard Mode: This provides a nice balance between challenge and difficulty. A good choice if you want to play the game without being overpowered, and without getting frustrated.
- Proud Mode: Somewhat harder than Standard. Choose this if you want more of a challenge. Sora will take more damage compared to Standard.
- Critical Mode: A true challenge. Sora will take even more damage than on Proud, gain less EXP, and has less HP and MP. He does get several abilities early, as well as 3 exclusive abilities, and gets a free accessory from the start.
Choosing your playstyle
Like many of the games in this series, you'll start at the Dive to the Heart after the opening movie. You'll learn some basic controls, so walk over to the mirror and touch it. You are now on the other side of the mirror, where countless images of past games circle around. Three of such images will come down and you'll have to choose one of them, each giving a certain benefit.
Critical choice |
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When playing on Critical Mode, the values of HP and MP are halved. This includes increases to HP and MP gained during the game. |
"What do you desire?" | ||||||
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Choice | HP | MP | Notes | |||
Choose Wisdom | 90 HP | 120 MP | Wisdom... A sharp mind that will grant you mastery of wondrous power. A choice for players that focus on using magic from far away. It is represented by King Mickey helping to close the Door to Darkness at the end of the original Kingdom Hearts. | |||
Choose Vitality | 120 HP | 100 MP | Vitality... A rugged body that will endure even the toughest of challenges. A choice that sacrifices some MP for more HP. Recommended when you're not into spellcasting, or get hit a lot. It is represented by Sora blocking Riku's attack in the Grand Hall of Hollow Bastion in the original Kingdom Hearts. | |||
Choose Balance | 105 HP | 110 MP | Balance... A body and mind of equal merit and equal potential. A nice balance between HP and MP, for when you don't favor a certain fighting style. It is represented by Sora, Donald, and Goofy joining forces in Traverse Town in the original Kingdom Hearts. |
"What power do you seek?" | ||||||
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Level | Ability | |||||
Guardian | Warrior | Mystic | ||||
LV 2 | Damage Control | Combo Plus | Magic Combo Thrift | |||
LV 4 | Withstand Combo | Air Combo Plus | MP Haste | |||
LV 6 | Combo Plus | MP Haste | Combo Plus | |||
LV 9 | Block Replenisher | Combo Plus | Fire Boost | |||
LV 12 | MP Haste | Attraction Enhancer | Water Boost | |||
LV 14 | Air Combo Plus | Fire Boost | Leaf Bracer | |||
LV 16 | Fire Boost | Air Combo Plus | Air Combo Plus | |||
LV 18 | Attraction Enhancer | Water Boost | Blizzard Boost | |||
LV 20 | Reprisal Boost | Combo Boost | Grand Magic Extender | |||
LV 24 | Combo Plus | Air Combo Boost | Reprisal Boost | |||
LV 26 | Leaf Bracer | Withstand Combo | Magic Galvanizer | |||
LV 28 | Water Boost | Leaf Bracer | Withstand Combo | |||
LV 30 | Second Chance | Blizzard Boost | Combo Plus | |||
LV 32 | Air Combo Plus | Link Extender | Damage Control | |||
LV 34 | Link Extender | Thunder Boost | Thunder Boost | |||
LV 36 | Combo Boost | Block Replenisher | Block Replenisher | |||
LV 38 | Blizzard Boost | Aero Boost | Aero Boost | |||
LV 40 | Thunder Boost | Reprisal Boost | Air Combo Plus | |||
LV 42 | Air Combo Boost | Grand Magic Extender | Second Chance | |||
LV 44 | Grand Magic Extender | Magic Combo Thrift | Attraction Enhancer | |||
LV 46 | Magic Combo Thrift | Magic Galvanizer | Combo Boost | |||
LV 48 | Aero Boost | Second Chance | Link Extender | |||
LV 50 | Magic Galvanizer | Damage Control | Air Combo Boost |
The first choice determines your starting HP and MP. Any HP and MP you gain during the game is identical between choices, but the little extra HP or MP can make a difference in tough battles.
After making your choice, three new image come forward, presenting you with yet another choice. This choice determines the order in which you learn abilities.
The power of the guardian... Kindness to aid friends. |
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When you choose the power of the Guardian, you'll learn defensive abilities earlier, but abilities that boost your magic or combos will be learned later. These defensive abilities include:
The power of the Guardian is a great choice if you're having trouble staying alive. |
The power of the warrior... Invincible courage. |
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When you choose the power of the Warrior, you'll learn abilities that improve your combos early. However, defensive and magical abilities will be learned later. These combo-boosting abilities include:
The power of the Warrior is a great choice if you're a fan of just whacking enemies with the Keyblade. |
The power of the mystic... Inner strength. |
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When you choose the power of the Mystic, you'll learn abilities that boost your magical abilities. However, defensive abilities and abilties that improve your combos will be learned later. These magic boosting abilities include:
The power of the Mystic is a great choice if you like to use Magic a lot. |