Kingdom hearts how do i get to hollow bastion




















Try and get on Dragons back and avoid attacking her while she is breathing fire or preparing the fire. Strike Raid while riding on her back can do a lot of damage, though be careful not to waste Magic since you're going to want Aero and Cure consistently. Head back and go on to the new Lift Stop opening and on to the Grand Hall. And once again prepare for a Boss Fight, and tough one at that. This again is a pretty hard fight, but if you're an experienced player it can be one of the most fun because you get to use some serious sword skills.

Riku is even faster now that Ansem is possessing him and will do more damage as well thanks to the Dark Keyblade. He also has an arsenal of dark powers to avoid and watch out for. Deflection is a big part of this fight. Constantly Riku will jump to a side and that means that a sword strike is coming so instead of striking wait and then deflect. When he holds his sword out in front like he's blocking only attack if you have counterattack otherwise he will pound you.

When he fires those dark discus' at you make sure to deflect as this will stun him and give you Tech Points. The lower his health the worse it's gonna get so just keep going and don't give up he's supposed to be hard. Now you're a heartless so just head for the entrance to the Castle. You'll soon find yourself in Traverse Town. All you have to do is talk to Cid and do his quest and you can return to Hollow Bastion.

Head for the Library to get Belle and receive Divine Rose , which is one of the best keychains in the game. In the Final Mix they powered it up even more and it's super over powered so you're probably gonna want to use it. Continue into the great hall and the Dark Depths to fight a Boss.

Behemoth is very easy don't be intimidated by his size. Jump on his back and bash his horn. After you've hit him enough he will be knocked out and lower his head so get off and bash him. He will rear to caste a basically undodgeable lightning attack so cast Aero before he rears. Thats basically all he can do besides step on you so just keep hitting him till he goes down.

Now head to the Library and talk to Aerith 3 times to get Curaga and then you can head to the Final World or go sidequesting. Kingdom Hearts HD 1. Last Edited: 13 Jul am. Timestamps for the video below Hercules Cup Backtracking for Glide treasures and Trinity marks. Now save your game and head through the portal to fight another Boss. BOSS: Behemoth. Was this guide helpful? YES NO. In This Wiki Guide. Kingdom Hearts HD Remix 1. Fantasy Violence. Release Date. A lot's changed! You'll fight two waves of enemies, including the new Wyvern.

Return to the main Lift Stop area. Use the red switch up here to change the function to "upper level. Gravity it down for an Orichalcum. Ride back down and exit through the doorway back to the Castle Gates.

It is so incredibly easy to air combo an enemy and then fall all the way down to Base Level. Climbing up once is annoying, climbing up five or more times? Trust me, you do NOT want to go through that. The experience is nice, though. There is one moving platform you can access from here; it's the one Sora activated while traveling with Beast.

Ride the platform or just Glide across to the other side to reach two chests. The first one holds a Haste2-G , and the other contains another Orichalcum. Ride the platform back to the other side and Examine the red switch to activate the other platform. Use this to reach the far platform with a floating chest. Bring it down for puppies no. Use the blue switch to ascend to a new level. Go up the stairs and Examine the red switch to board the large platform. Halfway through the trip some Heartless will attack.

After defeating them, use the red switch to resume. Open the chest on the landing for a Thundaga-G , then use the doorway to enter a new level of the Lift Stop.

Take the lift up one floor and exit to the Great Crest. There is another Orichalcum in a chest off to Sora's left as he enters. Use the blue switch to reach High Tower. The floating chest here holds a Thundara Ring.

Activate the red switch you can reach to lower a large block, then enter the doorway back to Lift Stop. Follow this path through to the other side of High Tower. Grab the Osmose-G from the floating chest and hit the red switch to lower the other half of the large block. Jump up to the top of these and Examine the yellow switch to move the block again.

At the very top level, take the Megalixir from the chest and Examine the red switch to move part of a machine. This alters the path that the lift from the Library takes. Head down the blocks here to the next lower level and enter the part of Lift Stop you haven't been in yet.

Undefeated: This is probably going to be one of the hardest points in this run. Up next is a boss, and the last save point was back in the Library. If you die here, you have to go through everything all over again. The best piece of advice I can give you is to stay calm and fight defensively.

Put Hi-Potions and Ethers in your Items, and don't be afraid to use them. Hell, put Elixirs in there. You should have around 9, unless you've used some already.

You can also summon Tinker Bell for constant, consistent healing throughout the battle. Maleficent spends most of her time on a floating platform that moves around the battlefield. Dealing enough damage to it will cause it to fall, but she will quickly restore it. Like Ursula, Maleficent can summon electric bolts that hit wherever Sora is standing.

Keep a move on when you hear her call for lightning. She also likes to summon two Defenders to help her. These guys are great for dropping MP orbs when defeated, but you need to be careful you don't spend more resources than you gain fighting them.

Later on, she will switch to summoning Darkballs that drop HP orbs. Maleficent's big attack is a meteor storm. The meteors fly horizontally across the arena, so stand to the side or behind Maleficent on the ground to avoid taking damage. Maleficent disappears into a portal of darkness, but will leave behind a save point. Please use it before chasing after Maleficent.

Restock on your items, and get your mind ready for another boss battle against Maleficent's Dragon form. Let me tell you, I got completely bodied by the Dragon during my first fight on Proud. It went much better the second time around, though. Fire Breath. Ground Pound. Tail Smash. I don't even know what attack to talk about first. Donald and Goofy will go down fast, so if you want to summon Tinker Bell, you need to be watching their health.

Speaking of the fairy, Tink plus Aero can go a long way to keeping Sora alive here. At around half health man I have to type that a lot the Dragon summons a bunch of green fireballs that home in on Sora one by one. Again, Aero can deflect most of the damage, but you want to try and not get hit at all. Just run around a bit to avoid them. Sora obtains the Fireglow summon gem after the battle. Leave this area to get back to the Castle Chapel and save before going through the door that appears behind the save point.

The hallway in the Lift Stop takes you to the Grand Hall. Walk forward for yet another boss battle. After this next boss, the difficulty of every World will increase. This is your last chance to take advantage of the lower level areas.

You should also attempt the Solo and Time challenges for the Phil Cup, not just because they give Achievements, but also because they count as Mini-Games in the Journal, and the rewards are nice. Again, this is your last chance. After the next boss, everything is harder. There is a lot going on in this battle, and the best training might just be for you to try it a few times. The Fairy Harp is probably the best Keyblade for this battle, as you are going to want as much MP for Cure as possible while retaining a good offense.

At first, this is basically just an insanely fast Riku fight. As you deal more damage, however, he uses a lot more abilities. If you don't know how to effectively Guard, you should make a few attempts just learning the timing for guarding Riku's attacks. When Riku's left hand begins to glow, he will start sending out chakrams of dark energy. Sora can Guard against them or attack to knock them aside.

This works a lot like Yuffie's ninja stars. Even later, Riku will get a blue aura and start rushing around the battlefield like Cloud. Jump and Glide to stay away from these attacks, and wait for the shockwave before running in to attack more. After some scenes, you will control a Shadow. There is no combat to this section, so just follow the only path you can until reaching the Entrance Hall.

This will involve jumping off the side of the level, seeing as the Shadow cannot activate switches. This sequence ends with Sora back in Traverse Town for the 4th Visit. None of these are a huge threat however, except for her meteor spell, preceded by the quote "Meteors of heaven, unleash thy fury! She will create a portal behind here, at either end of the chapel, which will fill the entire range of the area with meteors.

Run for the edge of the chapel, next to the walls, to avoid this while recalling your party members to you to avoid needlessly losing them in the attack. If left alone on the platform for too long she will also summon a lightning storm and use it to rain down bolts on your positions. Bringing the platform down stops this attack, although any lightning that lands of the edge of it travels halfway around the platform, damaging anyone in the way.

The only entirely safe area is underneath it, although you can also rely on repeatedly dodge rolling to get out of the way. She also possess the ability to turn into a ball of flame, reforming at the other end of the room, which is her best way of avoiding you if you managed to stay on-board her platform after she restored it.

After her defeat you receive Ansem's Report 5 , and the Cheer ability for Donald. Save, then enter the dark portal she left behind after her defeat for another bossfight. Dragon Maleficent is much harder, and summoning Tinkerbell is recommended.

She posses melee attacks by swiping with her claws, and can also jump and spin around for a tail swipe. Most of her leg movements will also create shockwaves on the ground, so avoiding them by repeatedly jumping is recommended. However her most powerful attack involves her ability to breathe fire; covering most of the floor with green flames, and the ability to summon a great ring of fireballs that sequentially home in on you.

There are several odd strategies involving standing on her back, or on top or underneath the roots in the area to completely avoid her attacks, casting ranged moves such as Strike Raid. Other than this you likely will have to stick close to her instead, underneath her neck, and rely on Tinkerbell and Aerora. Both of these and the use of Olympia for damage plus good items acquired through synthesis will carry you through the fight. Afterwards you receive the Fireglow item which can be used to unlock the Mushu Summon and can use the portal to return to the Castle Chapel, where a fake wall will vanish, leading to the Lift Stop area again.

From here, enter the Grand Hall, then approach the staircase for one of the hardest bossfights in the game. You will have to fight completely alone this time, and the possessed Riku will be far stronger than before. During the first phase of the fight, while his health bar remains orange, he will mostly rely on quick melee attacks and combos. Magic is countered with Dark Firaga, although this can be abused to repeatedly deflect or Guard those attacks back at him.

As such it is best kept in reverse for use in Aerora and Cura. He also has a change to unleash a powerful move where he jumps into the air, then lands followed by a series of energy spikes around him. After a third of his HP is gone he will be using his equivalent of the Strike Raid ability, although you can Guard and return his attacks. Some of his melee moves will also result in waves of energy spreading outwards. Eventually when he is down to his final health bar he will begin using Dark Aura, which is preceded by him beginning to glow and float.

He will then continually teleport and dash around the entire area, making it very hard to avoid him on the ground.

As such, jump into the air and stay airborne with Glide as long as possible until he stops and unleashes a powerful finisher, covering most of the arena with energy spikes.

Attack him as much as possible while he is not using Dark Aura, as he will shortly attempt to use it again, and again, before he finally goes down. After his defeat you receive Ragnarok , a powerful active ability that activates an aerial combo, with a chargeable finisher that releases a swarm of homing beams. After the cutscenes you will have to play as a Shadow Heartless due to plot events.

There is nothing to do now but walk all the way back to the starting area, as there are no enemies and the only thing you can do is jump.

As such, jump off as many edges as possible until you end up at the Castle Gates, then enter the Entrance Hall to be reunited with Kairi , Donald, and Goofy, and automatically return to Traverse Town for the fourth visit.

When you return you will start all the way back in Rising Falls, where Beast offers to go with you. Note that there is a new bubble at the top, which takes you to a Defense Up. No new Heartless will spawn in Hollow Bastion, but you will encounter all the Heartless from Traverse Town now as well. You can use the elevator platform behind the secret passage in the Library to grab a Ramuh Belt only a Thundaga-G in the original , as long as you activated a switch at the moving blocks that rotated a large machine at the Great Crest.

Afterwards, take the normal path all the way up to the Castle Chapel, where you can talk to the other Princesses of Heart. Now enter the Grand Hall, where you can open three more chests, the one atop the highest walkway containing the Oblivion already outclassed by the Divine Rose in the Final Mix version.

Enter the portal to the Dark Depths next. A massive Behemoth guards the Final Keyhole here. Its only weakpoint is its horn, which can be difficult to reach normally, were it not for the fact that you can jump onto its hind legs, followed by its back, where hitting the horn is almost trivial.

In terms of attacks Behemoth causes small shockwaves with every step, and can also leap towards you. It can charge its horn to cause energy balls to rain from the sky, and will retaliate with a thunder attack that covers a lot of the area.

It is immune to all elements except Gravity, which can be useful due to its high HP. Without the jump tactic you will have to rely on aerial moves whenever Behemoth lowers its horn.

After its defeat you receive the Omega Arts accessory, and after a cutscene, you also seal the Final Keyhole. You receive the Firaga spell from the Princesses afterwards. After you leave, quickly re-enter and land at the Library to talk to Aerith for Ansem's Report 2, 4, 6, and Talk to her a few more times until you receive the Curaga spell. There are a few objectives to do by now. If you have collected all items on all worlds, except the final one, you can receive the final reward from Pongo and Perdita for having collected all puppies, which is a complete set of all gummi blocks.

Do not forget to also talk to Geppetto for new blueprints. You can then use the full set of gummi blocks to clear any remaining gummi missions in the Final Mix version although there is no real benefit to doing so. You will also receive the Aeroga spell from them. Next, the only non-optional objective is the next location, End of the World , which should be attempted first.



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