How to Actually Finish a KH Re Chain of Memories Walkthrough Without Losing Your Mind

How to Actually Finish a KH Re Chain of Memories Walkthrough Without Losing Your Mind

Kingdom Hearts Re:Chain of Memories is the black sheep of the franchise. Let's just be honest about that. You probably picked it up because you want to understand why Sora is in a pod at the start of Kingdom Hearts II, or maybe you're a completionist chasing that elusive platinum trophy. But then you hit the card system. Suddenly, the "mash X to win" strategy from the first game results in you getting your deck broken, Sora spinning in circles, and a Game Over screen that feels deeply insulting.

Getting through a KH Re Chain of Memories walkthrough isn't just about knowing where to go—the game is literally a series of hallways—it’s about mastering a math-based combat system that the game does a notoriously poor job of explaining. If you try to play this like a standard action RPG, you're going to have a bad time. You have to think like a deck-builder.

The Cards Are the Game, Not the Gimmick

Most players fail because they treat cards as secondary. They aren't. Every swing of your keyblade, every potion, and every fire spell is tied to a number. If your number is higher than the enemy's, you win the exchange. If they play a 9 and you play a 2, you're going to get staggered.

It sounds simple. It's not.

The most important card in your deck isn't a high-numbered Kingdom Key. It’s the 0 card. A 0 card is a "break" card. If you play it after an enemy plays their most powerful move, you instantly cancel their attack. However, if you lead with a 0, the enemy can break you with literally anything. You need to bury these at the very end of your deck or right at the beginning so you can shortcut to them the second a boss starts glowing.

You've also got to manage your "CP" or Card Points. Every time you level up, the game asks if you want more HP, more CP, or a new Sleight. Always pick Sleights first. Then pick CP. HP is almost irrelevant if your deck is built well enough that the enemy never actually hits you.

Unlike other games where you just walk to the next objective, Re:Chain of Memories makes you build the world as you go. You collect Map Cards after battles. These cards have colors and numbers. Red cards usually affect enemy spawns—think "Looming Darkness" for more heartless or "Teeming Darkness" for even more. Green cards buff your stats, and Blue cards are for utility, like saving or finding shops.

A common mistake in a KH Re Chain of Memories walkthrough is burning your best cards early. Save those "Moment's Reprieve" cards. You only get so many save points.

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If you're looking for specific rewards, keep an eye out for the "Key to Rewards" card. These start dropping after you hit the 7th floor. Each world has a special room that can only be opened with this card, and they usually contain the best spells or unique Keyblade cards like the Lionheart or Metal Chocobo. Don't waste your Key to Rewards on a floor you don't care about. Use it in Olympus Coliseum or Halloween Town for the best bang for your buck.

The Floor Grind

The game is divided into tiers. You can choose the order of the worlds within these tiers, but it doesn't change much besides the difficulty scaling.

  • Tier 1: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town.
  • Tier 2: Atlantica, Neverland, Hollow Bastion, 100 Acre Wood.

Honestly? Go to Agrabah first. Getting the Jafar genie card is a literal game-changer. It prevents enemies from breaking your cards for twenty attacks. It makes boss fights significantly less stressful.

Why Sleights are Your Only Hope

If you're just clicking through single cards, you're playing on hard mode. Sleights are combinations of three cards triggered by the triangle button (on PlayStation) or the top face button.

Sonic Blade is the king of the mid-game. You need three cards that add up to a value between 20 and 23. It locks most bosses in a loop where they can't move while Sora zips back and forth across the screen.

Then there's Lethal Frame. This is the "broken" mechanic. You combine a Stop magic card with two Attack cards. Sora freezes time and hits the enemy dozens of times in a split second. If you load your deck with enough Lethal Frame setups, you can beat almost every boss in the game—including Marluxia—without taking a single point of damage.

But there is a catch.

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When you use a Sleight, the first card in that triple-stack is gone for the rest of the fight. It doesn't come back when you reload your deck. This is why "Premium Cards" are tricky. They cost less CP to put in your deck, but they always disappear after one use if they are the first card in a Sleight. Only use Premium cards as the second or third card in a combo.

The Bosses That Will Stop You Cold

There are a few roadblocks in any KH Re Chain of Memories walkthrough that lead to players quitting.

  1. Riku Replica (Battle 4): This is where most people hit a wall. He is fast, his cards are high-value, and he heals. You need the 0 cards I mentioned earlier. You also need the Vexen Enemy Card, which gives you a "Life Auto-Life" effect.
  2. Larxene: She moves faster than the camera can sometimes track. Use cards with high physical resistance.
  3. Vexen: His shield blocks everything from the front. You have to dodge-roll behind him or use magic that hits from a distance.

The strategy for every boss is basically: Wait for them to use a high-value card or a Sleight, break it with a 0 or a higher Sleight, then punish them while they are in the "reloading" animation.

Riku’s "Reverse/Rebirth" Mode

Once you finish Sora's story, you unlock Riku. It's a completely different game. You can't edit your deck. Riku has a fixed deck for every world.

This sounds harder, but it’s actually faster. Riku relies on the "Duel" system. If you play a card with the same value as an enemy, you can trigger a duel. You then have to win a rapid-fire card game to unleash a massive area-of-effect attack.

Riku’s story is much shorter, but the bosses—especially the final Ansem fight—require precise timing. You can't rely on Lethal Frame cheese here. You have to actually learn the rhythm of the card breaks.

Leveling Up Efficiently

Don't just run past Heartless. You need the experience points. But more importantly, you need the Map Cards. If you find yourself stuck without a card that meets a door's requirement (like a "Blue 0" or a "Red >7"), you'll have to go back and grind previous rooms.

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The best way to level up Sora is to use the "Mega Flare" sleight (Mushsu + Fire + Fire). It wipes out every enemy on the screen instantly. Find a room with a high density of enemies, cast Mega Flare, leave the room, and repeat. You'll hit level 99 much faster this way than by actually fighting.

Hidden Mechanics Nobody Explains

There are things the tutorials just ignore. For instance, the "Moogle Room" cards. You should only use these when you have a lot of Moogle Points (MP) saved up. When you open the shop, try to buy the specialized packs rather than the general ones.

Also, pay attention to the environment. Hitting a lamp or a crate in a room can drop HP orbs, MP, or even rare cards. In some worlds, like 100 Acre Wood, the entire "walkthrough" is just a series of minigames. You can't actually "lose" there, but the rewards are vital for your magic deck.

Practical Steps to Finishing the Game

If you are starting your run today, here is the sequence you should follow to avoid the common pitfalls:

  • Focus on CP and Sleights: Your HP should be the last thing you upgrade. A large deck is your best defense.
  • Get the Jafar Card: Head to Agrabah as soon as the game lets you choose your first set of worlds.
  • Organize Your Deck: Put your potions at the very end so you can shortcut to them. Group your Sleights together so you can just mash the triangle button to execute them without thinking.
  • Keep Three 0 Cards: Always have at least three 0-value cards in your deck, regardless of what world you are in.
  • Abuse Lethal Frame: Once you get the Stop spell, build your deck around this Sleight. It is the single most effective way to beat the Organization XIII bosses.

Chain of Memories is a game of patience. It’s about the "math of the fight" rather than the "reflexes of the fight." Once you stop trying to play it like Kingdom Hearts 1 and start treating it like a tactical card game, the frustration disappears. You'll find that the story beats—especially the introduction of Namine and the true nature of Castle Oblivion—are some of the best in the series.

Stay focused on the card values, don't ignore the Moogle shops, and remember that every boss has a pattern that a well-timed 0 card can shatter. You've got this. Just watch your reloads.