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Traverse Town is a huge section of the game, encompassing about 1/3 of the run's ideal time. Then head to Traverse Town and use Thundaga to obtain the cards you need for the rest of the game After defeating Larxene I, go back to the Moogle room in Agrabah, and get 2 thunders from it.If somehow it still is and you need a backup, try Twilight Town. If you don't get all the blue cards by this point, the run is not likely to be competitive enough. Moogle rooms are a 7% drop in the first world set. You should get the 1Blue about 50% of the time by the time you finish the last room, and get the other blue cards necessary even sooner than that. In the likely scenario where you didn't find every blue card you needed in Olympus, when you get to Wonderland attempt to use a Teeming Darkness in every room and farm it out.Calm bounties are a 20% drop in the first world set. You need one for Olympus, and one for Monstro to learn the raid sleights. Farm Olympus until you get at least two Calm Bounties.Farm ~30 map cards in Traverse Town (About 5 rooms of Teeming Darkness).The current fastest time uses this route, and it should probably be used for serious record attempts. In short, the easiest way to get blue cards is by farming enemies in the first world set. 10F also requires a blue card but is skipped in all but the most extreme circumstances. 2 Other Blue Cards - Door requirements for 7F and 11F.The 1B is the rarest card in the entire game(approximately 1 in 50 to drop from any non TT encounter), and one of the largest random factors of the run. The =1 Blue - At the very last Key to Beginnings Door in the game, you will be asked to provide a =1 Blue,an =3 red, and a sum of 99 value of cards.1 Moogle Room - A single Moogle Room is used to get the magic cards you need to fill out the raids deck, create an entire physical attack deck of non Kingdom Key cards, and get the two extra thunders you need for card farming throughout the rest of the game.3 Calm Bounties (or other treasure providing cards) - You will need to learn sleights from treasure chests in Olympus Coliseum, Monstro, and Destiny Islands.Because you can't find blue cards as map card drops in Traverse Town, the following cards need to be found in other worlds: Most of the ~150 can be accounted for by an average distribution of cards from Traverse Town's encounters, with a few exceptions. Traverse town's enemy composition makes it the quickest place to farm by far. Over the course of the run, you will need to acquire ~150 map cards from random encounters to progress through the game. Finally, to address a common misconception, the cutscenes in this game are skippable, just hold down the start button for a couple seconds. If for some reason you change the world order mid run, note that the map layout and door requirements are dependent on the floor you are on, rather than the world you chose for that floor. It is essential that you either memorize this list or keep it on hand, as wasting a key map card is an easy way to throw away a run. For a number of reasons, explained below, the route we will use is: The purpose of this guide is to outline general and specific strategies for gaining control of the random aspects of this game. By running the game often and practicing, you will get a sense for what kind of map card spreads and decks you can expect to get, but no two runs of this category will ever be identical in these respects. Running Sora's Story requires a fair bit of improvisation, micromanagment, and good judgement.
