Ability FAQ - Guide for Kingdom Hearts

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Author: Joey Stevenson
FAQ Created:2005
Copyright© Joey Stevenson
Useable areas 
- www.happypuppy.com

Getting anioyed waiting for ability’s or don’t know what the they do? Well here is a 
little help

What's inside:


1)    Basic Q&A

2)    The Basics of Ability Using

3)    The Abilities, Part 1 (Support Abilities)

4)    The Abilities, Part 2 (Combat Abilities)

5)    The Abilities, Part 3 (Treasure Abilities)

6)    The Abilities, Part 4 (Other Abilities)

7)    Sora's Cheer Ability

8)    Credits



1q. What are Support Abilities?
1a. Support Abilities are the ones that help you fight more efficiently 
and defeat Heartless with less trouble.

2q. What are Combat Abilities?
2a. These are the abilities that actually do damage through a powerful 
or powerful series of attacks. Sonic Blade is an example of an 
offensive combat ability. Defensive attacks are also counted in this 
group. Dodge Roll is a defensive combat ability.

3q. What are Treasure Abilities?
3a. These are the ones that help you in your quest to become rich. 
Jackpot is a good example.

4q. What are the Other Abilities?
4a. These are Shared Abilities, and abilities Sora can't learn. Second 
Wind is a good one and they also include the special attacks used by 
your temporary partners', like Tarzan's Asp's Bite.

5q. How do you equip abilities? In the menu, there is a bar that says 
Abilities. Enter it and you can equip Sora's and his friends' 
abilities. Each ability has an AP cost to equip and you can't equip 
more than your AP number.

6q. How do you beat [Insert Boss name here]?
6a. WHAT!? This shouldn't even be here! This is an ABILITY GUIDE! Not 
some boss guide! There are faqs for bosses out there! Go look yourself! 
Lazy bums...


3)    The Basics of Ability Using

To use abilities, equip them! If you don't understand how to use them, 
he following sections will explain it all. Sheesh...


4)	The Abilities, Part 1 (The Support Abilities)

These abilities will not kill enemies by themselves, but they help 
immensely when fighting enemies as they power up Sora and Friends, even 
some of them are infinitely better then others.

Ability: Air Combo Plus
AP Cost: 1
Effect: Extends Air Combo by one attack. The more you equip, the more 
the air combo is extended. Example: Two Air Combo Plus Abilities are 
equipped. A full air combo would be five attacks. A regular Air Combo 
(with no extension abilities equipped) would be three attacks. You can 
get a total of two Air Combo plus abilities.
How to get when Sword is chosen at the start: Lv.27, Lv.75
How to get when Shield is chosen at the start: Lv.57, Lv.78
How to get when Staff is chosen at the start: Lv.60, Lv.75
How to get for Donald: Donald can not learn Air Combo Plus
How to get for Goofy: Goofy can not learn Air Combo Plus
What Temporary Partners have learned this: None

Ability: Berserk
AP Cost: 1
Effect: When health is low, attack power is increased temporarily.
How to get when Sword is chosen at the start: Lv.21
How to get when Shield is chosen at the start: Lv.48
How to get when Staff is chosen at the start: Lv.36
How to get for Donald: Lv.10
How to get for Goofy: Lv.54
What Temporary Partners have learned this: Tarzan, Beast

Ability: Cheer
AP Cost: 1
Effect: Boosts Summons' power gauge, giving them more time. The more 
people you equip this to, the more effect it has. Each party member can 
only learn one of these abilities.
How to get when Sword is chosen at the start: Fulfil certain 
requirements in The Hundred Acre Woods. Look in Section 8 for Details
How to get when Shield is chosen at the start: Fulfil certain 
requirements in The Hundred Acre Woods. Look in Section 8 for Details
How to get when Staff is chosen at the start: Fulfil certain 
requirements in The Hundred Acre Woods. Look in Section 8 for Details
How to get for Donald: Defeat Maleficent's Human form in Hollow Bastion
How to get for Goofy: Defeat Parasite Cage the first time in Monstro
What Temporary Partners have learned this: Aladdin, Jack Skellington

Ability: Combo Plus
AP Cost: 1
Effect: Extends ground combo attack by one attack. The same rules as 
Air Combo Plus apply. You can get four of these total.
How to get when Sword is chosen at the start: Lv.9, Lv.72, Lv.84, Lv.96
How to get when Shield is chosen at the start: Lv.42, Lv.75, Lv.84, 
Lv.96
How to get when Staff is chosen at the start: Lv.66, Lv.78, Lv.84, 
Lv.96
How to get for Donald: Donald cannot learn Combo Plus
How to get for Goofy: Goofy cannot learn Combo Plus
What Temporary Partners have learned this: None

Ability: Scan
AP Cost: 1
Effect: When Auto-Target or Lock On is on an enemy, that enemy's Health 
Bar will be shown. Very useful.
How to get when Sword is chosen at the start: Lv.15
How to get when Shield is chosen at the start: Lv.12
How to get when Staff is chosen at the start: Lv.9
How to get for Donald: Donald cannot learn Scan.
How to get for Goofy: Goofy cannot learn Scan
What Temporary Partners have learned this: None

Ability: MP Rage
AP Cost: 2
Effect: When hit, MP is recovered. The more damage you take, the more 
MP is restored. Equip two for better effect.
How to get when Sword is chosen at the start: Lv.57, Lv.66
How to get when Shield is chosen at the start: Lv.36, Lv.66
How to get when Staff is chosen at the start: Lv.33, Lv.51
How to get for Donald: Lv.20, Lv.40
How to get for Goofy: Lv.39, Lv.45
What Temporary Partners have learned this: Ariel, Jack Skellington, 
Beast

Ability: Second Chance
AP Cost: 2
Effect: When hit, if damage is lethal, it takes HP to one instead of 
zero. Does not protect twice in a battle. Very useful in many 
situations, especially against Sephiroth's Heartless Angel attack.
How to get when Sword is chosen at the start: Lv.51
How to get when Shield is chosen at the start: Lv.18
How to get when Staff is chosen at the start: Lv.48
How to get for Donald: Lv.25
How to get for Goofy: Lv.36
What Temporary Partners have learned this: Tarzan, Beast

Ability: Critical Plus
AP Cost: 3
Effect: Increases chances of doing Critical Damage. If you equip two, 
odds will increase even more. Equipping three will maximize chances for 
critical damage.
How to get when Sword is chosen at the start: Lv.48, Lv.78, Lv.90
How to get when Shield is chosen at the start: Lv.51, Lv.75, Lv.90
How to get when Staff is chosen at the start: Lv.21, Lv.69, Lv.90
How to get for Donald: Donald cannot learn Scan.
How to get for Goofy: Goofy cannot learn Scan
What Temporary Partners have learned this: Tarzan, Aladdin, Peter Pan, 
Beast

Ability: MP Haste
AP Cost: 3
Effect: Damaging enemies will recover MP faster. Quite useful in later 
stages of the game.
How to get when Sword is chosen at the start: Lv.45
How to get when Shield is chosen at the start: Lv.63
How to get when Staff is chosen at the start: Lv.15
How to get for Donald: Lv.15
How to get for Goofy: Lv.51
What Temporary Partners have learned this: Ariel, Peter Pan


5)    The Abilities, Part 2 (Combat Abilities)

These are, arguably, the most useful abilities in the game. They help 
in combat immensely, and can make all the difference in a difficult 
boss battle. Also, Sora is the only one that can learn these abilities.

Ability: Dodge Roll
AP Cost: 1
Effect: Press Square to roll forward, avoiding most enemy attacks aimed 
at Sora. If Guard is equipped as well, Sora will only roll if Square is 
pressed when Sora is moving.
How to get when Sword is chosen at the start: Defeat Guard Armor in 
Traverse Town
How to get when Shield is chosen at the start: Defeat Guard Armor in 
Traverse Town
How to get when Staff is chosen at the start: Defeat Guard Armor in 
Traverse Town
How to get for Donald: Donald cannot learn Dodge Roll
How to get for Goofy: Goofy cannot learn Dodge Roll
What Temporary Partners have learned this: None

Ability: Vortex
AP Cost: 1
Effect: When running at an opponent and it's in range, pressing X will 
cause Sora to do a powerful spinning attack instead of the normal 
running attack, a thrust.
How to get when Sword is chosen at the start: Lv.12
How to get when Shield is chosen at the start: Lv.45
How to get when Staff is chosen at the start: Lv.57
How to get for Donald: Donald cannot learn Vortex
How to get for Goofy: Goofy cannot learn Vortex
What Temporary Partners have learned this: None

Ability: Aerial Sweep
AP Cost: 2
Effect: When an enemy is above Sora and X is pressed, Sora will spin up 
into the air doing a powerful spinning attack. This attack is much more 
powerful than the standard aerial uppercut. Quite useful.
How to get when Sword is chosen at the start: Lv.30
How to get when Shield is chosen at the start: Lv.60
How to get when Staff is chosen at the start: Lv.27
How to get for Donald: Donald cannot learn Aerial Sweep
How to get for Goofy: Goofy cannot learn Aerial Sweep
What Temporary Partners have learned this: None

Ability: Counterattack
AP Cost: 2
Effect: When an attack is blocked or parried, you can quickly tap X to 
spin at the enemy for a counterattack that can be linked into a combo. 
If your counterattack misses or you fail to follow it up, you will need 
to watch it because the recovery time is slow. Useful against melee 
enemies, such as the Bandits of Agrabah or the Pirates of Neverland.
How to get when Sword is chosen at the start: Lv.24
How to get when Shield is chosen at the start: Lv.21
How to get when Staff is chosen at the start: Lv.18
How to get for Donald: Donald cannot learn Counterattack
How to get for Goofy: Goofy cannot learn Counterattack
What Temporary Partners have learned this: None

Ability: Guard
AP Cost: 2
Effect: When Square is pressed, Sora will block, causing any enemies' 
attacks to be countered if they hit when he is blocking. Quite useful. 
If Dodge Roll is also equipped, Guard will only work if he you press 
Square when Sora is standing still.
How to get when Sword is chosen at the start: Lv.36
How to get when Shield is chosen at the start: Lv.9
How to get when Staff is chosen at the start: Lv.24
How to get for Donald: Donald cannot learn Guard
How to get for Goofy: Goofy cannot learn Guard
What Temporary Partners have learned this: None

Ability: Blitz
AP Cost: 3
Effect: If a single enemy is in the area when Sora nears the combo, 
Sora's last slash will be a powerful jumping slash instead of his 
spinning finisher.
How to get when Sword is chosen at the start: Lv.15
How to get when Shield is chosen at the start: Lv.33
How to get when Staff is chosen at the start: Lv.63
How to get for Donald: Donald cannot learn Blitz
How to get for Goofy: Goofy cannot learn Blitz
What Temporary Partners have learned this: None

Ability: Sonic Blade
AP Cost: 3
Effect: When near or somewhat near an enemy on the ground, Sonic will 
appear in the last box. When selected, Sora will rush forward and the 
arrow in the command boxes will move to the first box, which now says 
Rave. When Rave is pressed, Sora will do a follow-up slash. When Rave 
appears again and is pressed, Sora will follow-up again. You can 
continue to do this until the command becomes Blast. If pressed, Sora 
will follow through with a powerful charging slash. This attack also 
Stuns, if the enemies survive. MP Cost: 2
How to get when Sword is chosen at the start: Talk to Cloud in the 
Coliseum Gates after battling him and Cerberus
How to get when Shield is chosen at the start: Talk to Cloud in the 
Coliseum Gates after battling him and Cerberus
How to get when Staff is chosen at the start: Talk to Cloud in the 
Coliseum Gates after battling him and Cerberus
How to get for Donald: Donald cannot learn Sonic Blade
How to get for Goofy: Goofy cannot learn Sonic Blade
What Temporary Partners have learned this: None

Ability: Strike Raid
AP Cost: 3
Effect: When pretty far away from the enemy, the command Strike will 
appear in the bottom box. When selected, Sora will fling his Keyblade 
at the enemy. When it returns, Raid will appear in the top box. When 
selected, he flings his weapon again. You can continue to do this until 
the Judgement command appears, which is a powerful two-hand throw. MP 
Cost: 2
How to get when Sword is chosen at the start: Complete the Pegasus Cup
How to get when Shield is chosen at the start: Complete the Pegasus Cup
How to get when Staff is chosen at the start: Complete the Pegasus Cup
How to get for Donald: Donald cannot learn Strike Raid
How to get for Goofy: Goofy cannot learn Strike Raid
What Temporary Partners have learned this: None

Ability: Ars Arcanum
AP Cost: 4
Effect: When close to a ground enemy, Arcanum will appear in the last 
box. When selected, Sora will go into a flurry of attacks. After the 
main attacks are finished, Bash will appear. After pressing it for a 
total of six or seven follow up attacks, Finis will appear. If selected 
properly, Sora will end this awesome combo with a big ending slash. MP 
Cost: 3
How to get when Sword is chosen at the start: Defeat Captain Hook in 
Neverland
How to get when Shield is chosen at the start: Defeat Captain Hook in 
Neverland
How to get when Staff is chosen at the start: Defeat Captain Hook in 
Neverland
How to get for Donald: Donald cannot learn Ars Arcanum
How to get for Goofy: Goofy cannot learn Ars Arcanum
What Temporary Partners have learned this: None

Ability: Ragnarok
AP Cost: 4
Effect: When close to an aerial enemy, Ragnarok will appear in the last 
box. If selected, Sora will go into a flurry of attacks quite similar 
to Ars Arcanum, except slightly shorter. Once he ends the combo, Impact 
will appear. If selected, Sora will fire out many lasers from his 
Keyblade. They will circle around and repeatedly damage opponents for a 
few seconds. Also quite useful. MP Cost: 3
How to get when Sword is chosen at the start: Defeat Riku2 in Hollow 
Bastion.
How to get when Shield is chosen at the start: Defeat Riku2 in Hollow 
Bastion
How to get when Staff is chosen at the start: Defeat Riku2 in Hollow 
Bastion
How to get for Donald: Donald cannot learn Ragnarok
How to get for Goofy: Goofy cannot learn Ragnarok
What Temporary Partners have learned this: None

Ability: Trinity Limit
AP Cost: 5
Effect: When close to an enemy, the Trinity command will appear in the 
last box. I'm not sure how to trigger Trinity if other abilities are 
equipped. If selected, Sora will go into an impressive series of flips 
and eventually plants his Keyblade into the ground and summons a huge 
energy wave, crushing all enemies in the room. The more MP you have 
remaining, the stronger the attack. With seven or eight MP, you'll 
reduce Bosses' Health by whole bars at a time. Despite its' awesome 
power, it takes all MP and really isn't too reliable because of that. 
MP Cost: All MP (Sora and Friends) and requires at least 3 MP.
How to get when Sword is chosen at the start: Finish the Hades Cup
How to get when Shield is chosen at the start: Finish the Hades Cup 
How to get when Staff is chosen at the start: Finish the Hades Cup 
How to get for Donald: Donald cannot learn Trinity Limit
How to get for Goofy: Goofy cannot learn Trinity Limit
What Temporary Partners have learned this: None


6)	   The Abilities, Part 3 (Treasure Abilities)

This section is quite short, and describes the abilities that help you 
reap more money and rare items. Fight on, greedy bastards! Fight on!

Ability: Jackpot
AP Cost: 2
Effect: Enemies drop more HP and MP balls. Yay! Money! Health! What 
else do ya need??? The more people you equip this to, the better.
How to get when Sword is chosen at the start: Lv.63
How to get when Shield is chosen at the start: Lv.24
How to get when Staff is chosen at the start: Lv.53
How to get for Donald: Lv.50
How to get for Goofy: Lv.12
What Temporary Partners have learned this: Aladdin, Jack Skellington, 
Peter Pan

Ability: Treasure Magnet
AP Cost: 2
Effect: Attract HP and MP balls from farther away. Yay! Equip two for 
even better results. YAY!
How to get when Sword is chosen at the start: Lv.33, Lv.60
How to get when Shield is chosen at the start: Lv.27, Lv.39
How to get when Staff is chosen at the start: Lv.12, Lv.30
How to get for Donald: Lv.30, Lv.45
How to get for Goofy: Lv.18, Lv.42
What Temporary Partners have learned this: Aladdin, Jack Skellington, 
Peter Pan

Ability: Lucky Strike
AP Cost: 3
Effect: Enemies will drop rare items more often. The more party members 
have this equipped, the more common rare items are dropped.
How to get when Sword is chosen at the start: Lv.69
How to get when Shield is chosen at the start: Lv.39
How to get when Staff is chosen at the start: Lv.15
How to get for Donald: Lv.55
How to get for Goofy: Lv.27
What Temporary Partners have learned this: Aladdin, Ariel, Peter Pan


7)	   The Abilities, Part 4 (Other Abilities)

This section covers all Shared Abilities and abilities that Sora can't 
learn.

Ability: High Jump
Ability Type: Shared
AP Cost: None
Effect: Jumps become High flip jumps, allowing you to jump higher and 
farther.
How to get: Open Chest on Geppetto's ship in Monstro's Mouth. Must have 
first defeated Parasite Cage I.

Ability: Mermaid Kick
Ability Type: Shared
AP Cost: None
Effect: When swimming, pressing circle allows you to swim faster and 
more powerfully. In Atlantica, double-pressing circle allows you to 
swim forward very fast, fast enough to swim the powerful currents 
there.
How to get: Defeat Ursula for the first time in Atlantica.

Ability: Glide
Ability Type: Shared
AP Cost: None
Effect: When in the air (and not in Neverland), hold circle to slowly 
glide around.
How to get: Seal the Neverland Keyhole. Peter Pan gives the ability to 
you.

Ability: Superglide
Ability Type: Shared
AP Cost: None
Effect: When in the air (and not in Neverland), hold square to glide 
around very quickly.
How to get: Defeat Chernabog in The End of the World.

Ability: Second Wind
Ability Type: Support
AP Cost: 3
Effect: When KO'd, your partners will recover quickly and with full HP.
How to get for Donald: Lv.35
How to get for Goofy: Lv.33
What Temporary Partners have learned this: Tarzan, Ariel, Beast

Ability: MP Gift
Ability Type: Support
AP Cost: 3
Effect: Give up 1 MP to give 3 MP to a friend. This is a skill unique 
to Goofy.
How to get for Donald: Donald cannot learn MP Gift
How to get for Goofy: Lv.30
What Temporary Partners have learned this: None

Donald has no real unique moves, as he uses magic. Goofy, however, has 
several.

Ability: Rocket
Ability Type: Combat
AP Cost: 1
Effect: Goofy charges into the air, hitting aerial enemies and doing 
nice damage. MP Cost: 1
What Partners have learned this: Goofy

Ability: Charge
Ability Type: Combat
AP Cost: 2
Effect: Goofy runs at enemies, hitting them with his shield and dealing 
multiple hits. MP Cost: 1
What Partners have learned this: Goofy

Ability: Tornado
Ability Type: Combat
AP Cost: 2
Effect: Goofy rapidly spins at enemies, dealing many hits, works on 
ground and aerial enemies. MP Cost: 1
What Partners have learned this: Goofy

From here on, these will be specialty moves learned only be your 
temporary partners. Sora, Donald, and Goofy can not learn these moves.

First, Tarzan's moves. These will either be powerful spear attacks, or 
defensive jungle-based moves.

Ability: Asp's Bite
Ability Type: Combat
AP Cost: 2
Effect: Jump at an enemy and whack them with a powerful spear blow. MP 
Cost: 1
What Temporary Partners have learned this: Tarzan

Ability: Raging Boar
Ability Type: Combat
AP Cost: 2
Effect: He rushes at the enemy swinging his spear, knocking everyone 
that he hits away, if they survive. MP Cost: 1
What Temporary Partners have learned this: Tarzan

Ability: Healing Herb
Ability Type: Combat
AP Cost: 3
Effect: He uses a healing herb on himself or his friends. This is 
Tarzan's equivalent of Cure. MP Cost: 1
What Temporary Partners have learned this: Tarzan

Ability: Wind Armor
Ability Type: Combat
AP Cost: 3
Effect: Tarzan casts a wind barrier around him or his friends. Reduces 
damage. This is Tarzan's equivalent of Aero. MP Cost: 2
What Temporary Partners have learned this: Tarzan

Now, Aladdin's attacks. These will all be powerful sword strikes.

Ability: Crescent
Ability Type: Combat
AP Cost: 2
Effect: Aladdin jumps up at an aerial enemy and whacks them with a 
powerful slash from his blade. MP Cost: 1
What Temporary Partners have learned this: Aladdin

Ability: Sandstorm
Ability Type: Combat
AP Cost: 2
Effect: Aladdin runs at the enemies while slashing repeatedly. Damaging 
and effective. MP Cost: 1
What Temporary Partners have learned this: Aladdin

Now, Ariel. One of these is a flashy torpedo move, while the others are 
Potion-moves that don't take up potions and can heal, protect, and 
damage.

Ability: Spiral Wave
Ability Type: Combat
AP Cost: 1
Effect: Ariel spins at the enemies like a torpedo, inflicting many 
hits. MP Cost: 1
What Temporary Partners have learned this: Ariel

Ability: Aero Potion
Ability Type: Combat
AP Cost: 3
Effect: Ariel throws a potion on herself or her friends, casting Aero 
on that person. Does not seem to use a potion from her inventory and 
does not heal. MP Cost: 2
What Temporary Partners have learned this: Ariel

Ability: Cure Potion
Ability Type: Combat
AP Cost: 3
Effect: Ummm...I think this is basically a normal potion, except it 
doesn't use on of Ariel's potions. MP Cost: 1
What Temporary Partners have learned this: Ariel

Ability: Thunder Potion
Ability Type: Combat
AP Cost: 3
Effect: Ariel throws a potion above her, releasing bolts of Thunder 
around her. Doesn't use a potion from her inventory and doesn't cure. 
MP Cost: 1
What Temporary Partners have learned this: Ariel

Jack Skellington is a very effective fighter and his moves show it. 
These are all attack maneuvers that do a great job of beating down the 
Halloween Town Heartless.

Ability: Applause!
Ability Type: Combat
AP Cost: 1
Effect: Jack slides at the enemies, doing good damage. Pretty useful 
and amusing to watch. MP Cost: 1
What Temporary Partners have learned this: Jack Skellington

Ability: Blazing Fury
Ability Type: Combat
AP Cost: 2
Effect: Jack shoots a fireball at the enemies. Equivalent of Fira. MP 
Cost: Zero to One (Doesn't always reduce MP)
What Temporary Partners have learned this: Jack Skellington

Ability: Icy Terror
Ability Type: Combat
AP Cost: 2
Effect: Jack fires ice crystals at the enemies. Equivalent of Blizzara. 
MP Cost: Zero to One (Doesn't always reduce MP)
What Temporary Partners have learned this: Jack Skellington

Ability: Bolts of Sorrow
Ability Type: Combat
AP Cost: 3
Effect: Jack summons bolts of lighting down to hit enemies. Equivalent 
of Thundara. MP Cost: 1
What Temporary Partners have learned this: Jack Skellington

Ability: Ghostly Scream
Ability Type: Combat
AP Cost: 3
Effect: Jack summons dark spheres down to crush opponents. Equivalent 
of Gravity. MP Cost: 1
What Temporary Partners have learned this: Jack Skellington

Peter Pan is on no account strong, but he is fast and takes few hits. 
His moves range from quick assaults to strong defense moves.

Ability: Hummingbird
Ability Type: Combat
AP Cost: 2
Effect: Peter files at opponents like a torpedo and deals multiple 
hits. Very similar to Ariel's Spiral Wave. MP Cost: 1
What Temporary Partners have learned this: Peter Pan

Ability: Storm's Eye
Ability Type: Combat
AP Cost: 3
Effect: Peter casts a cloak of air around him or one of his friends. 
Equivalent to Aero. MP Cost: 2
What Temporary Partners have learned this: Peter Pan

Ability: Time-Out
Ability Type: Combat
AP Cost: 4
Effect: Peter freezes enemies in their tracks, halting them. Equivalent 
to Stopra. MP Cost: 2
What Temporary Partners have learned this: Peter Pan

Beast has godly strength and can take down most enemies in one to three 
hits. His moves are powerful and do great damage.

Ability: Ferocious Lunge
Ability Type: Combat
AP Cost: 2
Effect: Beast charges forward, dealing massive damage to any enemy he 
hits. MP Cost: 1
What Temporary Partners have learned this: Beast

Ability: Furious Bellow
Ability Type: Combat
AP Cost: 3
Effect: Beast roars, knocking away and dealing huge damage to any enemy 
near him. MP Cost: 1
What Temporary Partners have learned this: Beast


8)    Sora's Cheer Ability

To get Sora's Cheer Ability, you must romp around in The Hundred Acre 
Woods. You have to fulfill certain requirements in the mini-games.

Pooh's Hunny Tree- MORE than 100 licks (100 won't cut it)
To do this, stay where Sora starts. When bees appear, target them and 
wait. When they comes near, tap X once. Do not move the left analog 
stick. If done right, Sora will jump, slash the bees, and the force of 
the attack on the bees will cause Sora to pop up again onto the same 
branch or he will jump automatically onto another. Every group of bees 
you swat earns you five to ten licks, while Pooh is safe stuffing his 
face behind you. Not too hard.

My Record List:
1.	298 Licks
2.	287 Licks
3.	256 Licks
4.	255 Licks
5.	243 Licks

Block Tigger!- At least 150 points
This is rather difficult. If rush appears, use it, but don't depend on 
it. After each block, return to the middle of the two rows to stop him 
easier. Run manually to him, and use rush if able, but it didn't help 
me much.

My Record List:
1.	270 Points
2.	240 Points
3.	210 Points
4.	195 Points
5.	182 Points

Pooh Swing- At least 40 yards
To get him past 40, just press R1 when Owl lowers his wings. When he 
LOWERS them. You should press R1 when they almost come down to his 
sides. This isn't too hard to do.

Tigger's Giant Pot- Less than 30 seconds
The higher you are when you hit the nut, the better. Longer Keyblades 
are good here! Pumpkinhead and Metal Chocobo are good to use. Before 
the nut comes out, move to the back of the stump, so you have some room 
for error. When the nut flies out, target it, jump, and slash it when 
it's as high as possible. Repeat. The first nut is usually worth seven 
points at most, and the next can be worth almost anything.

My Record List:
1.	0'9"16
2.	0'10"56
3.	0'10"72
4.	0'11"13
5. 0'13"34

Pooh's Friend Hunt: Less than five minutes
This is the simplest one of all. First, run around the bush to a tree 
root where Roo is jumping on top. Hit the root a few times to make Roo 
jump off. Speak to him. Then run under the log to the three holes and 
talk to Rabbit when he comes outta one of them. Then jump over the well 
to float upwards and stand on the end of the log. When Tigger jumps 
near you, talk to him to send him to the bush. Now go back to where you 
spoke to Tigger and walk across the log. Jump onto the next level and 
walk across this level and wait near the shrubbery on the other side of 
the tree. Owl will land eventually and you can talk to him. Now comes 
the semi-tricky part. Lock onto Pooh and lead him to the blue flowers. 
He will float up. Then jump up onto the well to rise to his level. Then 
target the inside of the log and fire the cobwebs inside. Then target 
the beehive above the log and fire that down too. Walk across the log 
and lock on to Pooh, who will walk through the log. Walk to the next 
set of blue flowers to float Pooh up. Then jump to his level. Lock onto 
his and lead him to the hole in the tree. Piglet will talk to Pooh and 
then appear on the bottom level. Jump down and talk to him, ending the 
mini-game.

My Record List:
1.	2'04"67
2.	2'07"23
3.	2'12"40
4.	2'26"81
5.	2'31"46


9)	   Credits

Ok here we go...

Squaresoft- Awesome game! This fully lives up to their standards as 
being a producer of top notch games.

Disney- Well...I guess they had to do something...oh yeah, they 
provided the voiceovers...good enough for me!

Jimmy- Ummm...why is he here?

Me- I wrote this! Duh!!! Don't try to steal my work!

You- You're reading this...right? RIGHT?

END OF FAQ

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