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Game Page: http://speeddemosarchive.com/KingdomHeartsChainOfMemories.html

Kingdom Hearts: Chain of Memories (Any %) (Single Segment) [Character: Sora]

Verifier Responses

Quote:
Category should be SS w/ Resets I believe with 4 minutes worth of resets to manipulate luck. Audio is good. Video has some issues noted below. No Cheating detected.

Video Freezes
42:48 - 2 seconds
50:47 - 3 seconds
58:56 - 3 seconds
1:12:35 - 1 second
1:53:50 - 2 seconds
1:58:15 - 2 seconds
1:59:46 - 2 seconds
2:02:00 - 2 seconds
2:03:03 - 1 seconds
2:07:58 - 3 seconds
2:15:20 - 2 seconds
2:16:01 - 2 seconds
2:22:21 - 2 seconds
2:51:22 - 2 seconds

This leads to about 30 seconds of dropped frames. There is also quite a bit of lag around some animations like Omnislash. There are two pause screens in the run, which seem out of place (one happens right at the end). Given these, I'd really like to see the runner improve his capture setup and run this again. I may be overly critical, but I hate to see glitches like this in a final product.

Leaving video issues aside the run overall is well done. The amount of randomness abound makes it difficult to talk strategy as I haven't run the game myself, and I have to take the runner on his word that the plan of action laid out in the comments is best.

The run doesn't have the greatest start, taking 2 seconds to hit the first door. It starts here, making allowances in execution to test how the RNG will treat the runner the rest of the game. On the first barrel the runner relies on getting a Blizzard drop. In the grand scheme of things this extra Blizzard definitely saves more in fights than the time losses throughout the run: slow menu manipulation, hesitation selecting map cards, and obvious mistakes with some battles. Next up is a 30 minute grind session for levels, map cards,  and a third Blizzard.

The run starts to pick up once that first bout of grinding is done, and the strategy of having 3 Blizzards shines in the battles ahead. The early bosses go down quickly to Blizzaga and the elemental Raids. At about the 1 hour mark the runner runs into some bad luck trying to get a third Cloud for Omnislash. This is where the 4 minutes of resets rears its ugly head. A nice reversal to that is getting 2 Clouds for the price of one. The other Moogle room is handled without a single reset, but to even that out there's quite a bit more grinding for door cards.

From what I can tell the planning is well executed, and the execution is acceptable considering the random nature of the game. For improvements, I suggest using a friend to keep track of cards as you get them so you're not grasping for what to use when, and you know how much more grinding to do. Just with that additional assistance you should be able to get this run below 3 hours.

Final Time: 3:02:18 (2:17 - 3:04:35)

Final Verdict: Weak accept due to video issues.



Outside of run comments, any idea if gaps are in the original files? The StatID also says Audio commentary, so I'm guessing the video needs to be re-encoded.


Quote:
Everything else aside, here are my comments for the current run:

A/V had a lot of skipped frames, around 30 seconds worth total.

- Hades fight could have gone better at the end if the runner opted to use a long range raid instead of doing it at point blank. Would have been slightly harder to aim, but if it was timed so the apex of the attack hit Hades, the fight would have ended a bit faster.
- Menu work in general was really sloppy, especially a couple of occasions where the runner showed a lot of uncertainty. The hesitation during map card selection was due to the uncertainty of which cards you get, and needing a very specific number of them makes it difficult to decide which cards to use when, so I understand that. However, this could be easily solved by having a partner help by tracking which cards have been obtained and working out a map card order in real time so that the runner can simply be told which card to use instead of having to figure it out on their own. This would also help the runner focus only on gameplay as well, which would likely lead to cleaner gameplay in general.
- There was also the really big mess up during Riku 4 where the runner died, and while this didn't cost a huge amount of time, it looks absolutely dreadful.
- That said, the runner showed great knowledge of where he needed to go without using the level map, and without having a partner, I can forgive the hesitation during map card selection. The two biggest blunders (taking forever to determine if his deck setup was OK after getting the initial Cloud cards and the death at Riku 4) don't really cost a whole hell of a lot of time. The bosses, in general, seemed to go pretty well as well.

I'm honestly teetering on the edge here. The run in and of itself isn't terrible, but it's not great either. However, because this is the first run on the site for this category of the game, I'm going to say accept.. with the hope that this run gets improved in the future.


Quote:
First world - Traverse Town


Tutorial fight:

Good positioning on Donald / no flaw with the dodge roll
No combos during the spamming section is much faster than getting them.
Perfect L+R spam and select spam

Good tutorial fight.

First room:

0 Blizzard from the barrel which isn't ideal but will still work as the opening blizzard card during TT farming provided you initiate the fight.
Gets initiation on the tutorial shadow fight however misses one exp after a flawless fight wasting around a second.
Fast selection of the 2 red use.

Pretty much perfect first room.

Second room:

Fast menuing removing all the terrible cards creating the perfect farming deck.
Destroys box - bad luck on health points coming out
Got initiation on the first nocturne having a good fight. However misses out on two exp points bouncing around wasting a second.
Perfect second fight and levels up CP which is the optimal choice.
Wastes 7 seconds trying to get initiation on a red nocturne encounter. Gets the two shadow two nocturne fight which has no obvious flaws.
Good initiation on the fourth fight which goes flawlessly. Levels CP a second time.

Hesitates over which room to farm in before deciding on the sleeping darkness room. Takes two seconds over this decision.

Map cards obtained in second room:

0 Tranquil darkness
3 sleeping darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds

Third room - Sleep darkness card used

Good map card for farming cards from room objects

Gets a potion card from first object. However three seconds are wasted trying to pick it up.
Good engagement on first heartless leading to perfect fight
Obtains a 1 kingdom key from the last room object which is pretty bad luck
Perfect second fight
Perfect third fight
Wastes 2 seconds before exiting the room
Takes 5 seconds to hit the room objects again. However due to bad luck obtains nothing of value
Uses the 6 tranquil darkness to enter the fourth room.

Map cards obtained in third room:

4 meeting grounds
6 tranquil darkness
4 meeting grounds


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds


Fourth room - 6 tranquil darkness

Best to fight in the red rooms such as tranquil at this point of the game. While not as good as Sleeping / Teeming it is acceptable to use due to low load times and few encounters.

First room object - Small hp balls
Good initiation on the first encounter. Takes two blizzards to kill the nocturnes and gets card broken by the rhapsody but other than that good fight maybe 2 seconds could have been saved with better luck.
Second room object - Large moogle points. Collects nearly all of them but has to leave one in order to get initiation on the second battle.
Second battle goes flawlessly and continues to level CP.
Third battle is perfect
Fourth battle wastes a second obtaining 1 exp but other than that is flawless.
Fifth battle misses initiation which causes the first blizzard to be broken wasting 4 seconds. As a result the second blizzard can't be used to take out the heartless over all wasting more time. At best lost around 10 seconds on this fight.
Gets a 2 kingdom key from the next room object. However the bad kingdom key luck is made up by getting a 0 kingdom key from the next room object.
Loses a moogle point down a cliff and made the right decision by leaving it. However he then approaches the door only to return to the sleeping darkness room ignoring said moogle point wasting about 3 seconds.

Map cards obtained in fourth room:

1 meeting ground
8 teeming darkness
5 meeting ground
4 teeming darkness
6 teeming Darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
4 teeming darkness
6 teeming Darkness


Returns to the original Tranquil room and overwrites the sleeping darkness room with a teeming darkness 4. Theory behind this decision being that eventually room objects will stop giving cards and he had already been through the room enough times for this to happen.

Fifth room - 4 teeming darkness

Obtains some moogle points from the first room object before getting initiation on the first encounter which goes flawlessly obtaining the important red Nocturne for Vexen 1 and 2.
Gets initiation on the second encounter but is unable to kill both nocturnes with the same blizzard wasting a second. Misses a kingdom key attack wasting another second.
Wastes a second trying to get initiation on the third encounter but is able to do so on the next strike. First soldier goes good but the 5 blizzard is completely wasted. Reload wastes 3 seconds giving time for the nocturnes to spawn both blizzards miss again forcing the encounter to take a good 15 seconds longer than it should have.
Fourth encounter wastes a second by using blizzard on rhapsodies and another second by missing the combo finisher on the first rhapsody.
Fifth encounter takes two second longer than it should have due to shadows trolling. Nothing he could have possibly done.
Wastes 3 seconds trying to get initiation on the sixth encounter. However the fight goes perfectly even getting a goofy card to speed up the last rhapsody
Seventh encounter goes flawlessly
Wastes 2 seconds by climbing up a ladder only to realise there is still encounters. However the shadows cooperate perfectly allowing the second blizzard to kill them both.
Obtains a 4 kingdom key from the room object hunt but leaves 2 moogle balls on the floor.
Runs off an edge to pick up a 2 kingdom key wasting 7 seconds.
Obtains a final 4 potion card and leaves the room to reset the room objects.

Second run through obtains a 6 cure and 2 small moogle points before leaving taking up 40 seconds on bad luck.

Map cards obtained in fifth room:

7 Teeming darkness
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground


Total map cards

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 teeming Darkness
7 Teeming darkness
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground



Sixth room - 6 teeming darkness


Misses initiation on the first encounter causing the first blizzard to be broken. Wastes 3 seconds but the 5 blizzard kills both nocturnes.
Perfect second fight even getting the shadows to move in and kill themselves.
Misses initiation on the third encounter but has a perfect recovery preventing any wasted time. Finally gets the 95hp needed for berserk strategies.
Perfect fourth encounter
Misses one kingdom key attack in the fifth encounter but it doesn't waste any time.
Wastes 2 seconds trying to get initiation on the sixth encounter but the fight goes perfectly.
Perfect seventh fight but gets screwed over by getting a soldier enemy card
Perfect eighth fight

Wastes 2 seconds moving left to right during the object farming and couldn't jump up a ledge wasting another second. Wastes around 30 seconds due to dreadful luck and wastes 5 seconds falling off the cliff in the tranquil darkness room.

Map cards obtained in sixth room:

4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
3 teeming darkness
8 sleeping darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 teeming Darkness
7 Teeming darkness
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
3 teeming darkness
8 sleeping darkness



Seventh room - 3 Teeming darkness


Perfect first encounter
Perfect second encounter
Perfect third encounter
Donald wastes a second on the fourth encounter just to spite CoM runners everywhere.
Perfect fifth encounter
Perfect sixth encounter
Perfect seventh encounter
Perfect eighth encounter

Loses a minute on room object farming due to horrible luck

Map cards obtained in seventh room:

3 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 teeming Darkness
7 Teeming darkness
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
3 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness



eighth room - 7 Teeming darkness


Perfect first encounter
Perfect second encounter
Misses a shadow with the blizzara taking an extra combo to kill it. wastes roughly 2 seconds.
Donald does something useful in the fourth encounter however the sleight forces two missed attacks. However the encounter is saved by using Goofy preventing any time lost.
Perfect fifth encounter
Perfect sixth encounter even getting to use goofy to kill the second soldier
Uses cure instead of a potion on the seventh encounter wasting 4 seconds but the rest of the fight had no flaws.
Perfect eighth encounter

Finally gets the third blizzard card but sadly it is a low value 2 blizzard. It is still added to the deck because any blizzard card is useful.

Map cards obtained in eighth room:

0 teeming darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
3 teeming darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 teeming darkness
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
3 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 teeming darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
3 teeming darkness


Ninth room - 3 teeming darkness

Perfect first encounter
Perfect second encounter
Misses an attack wasting a second on the third encounter
Perfect fourth encounter
Misses the second solider with the blizzaga wasting 3 seconds and then gets screwed over by a second soldier card.
Wastes 3 seconds trying to get initiation and fails to do so. Could have saved more  time doing the tactic used in the eighth encounter but it would have only saved a second.
Perfect seventh encounter
Perfect eighth encounter

Bad luck with card farming again and loses a second waiting for non existent enemies to spawn

Map cards obtained in ninth room:

1 feeble darkness
6 feeble darkness
6 tranquil darkness
3 sleeping darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 teeming darkness
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
3 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 teeming darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
3 sleeping darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness


Tenth room - 6 teeming darkness

Loses 3 seconds on the first fight
Bad spawn pattern on the second fight but only wastes 4 seconds
Perfect third fight and obtains the Blue Rhapsody which is put in the deck along with the Red Nocturne
Perfect fourth fight 
A bad blizzaga forces more attack cards to be used on the second soldier wasting 2 seconds
Tries to reload on the sixth fight then changes mind wasting 4 seconds doing so
Perfect seventh fight

Bad object luck farming again.

Map cards obtained in tenth room:

6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
1 tranquil darkness
5 meeting ground


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
3 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 teeming darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
3 sleeping darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
1 tranquil darkness
5 meeting ground


Eleventh room: 0 teeming darkness

Personally I wouldn't use 0 cards while farming for their general usefulness of resetting the door count but the Destiny Islands door requires an 8 so I can see sense in using the 0 teeming for better farming results.

Perfect first fight
Perfect second fight
Perfect third fight
Got card broke once wasting a second.
Perfect fifth fight
Bad spawn pattern but doesn't waste time due to reloading the blizzara
Perfect seventh fight
Perfect eighth fight

Wastes three seconds trying to hit the key to beginnings door then wastes a further 2 seconds trying to use a 0 tranquil rather than a 1 tranquil. Perfect Leon fight but obtains Simba the worst card in the game (its sadly unavoidable).

Map cards obtained in eleventh room:

8 meeting grounds
3 meeting grounds
6 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
3 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
3 sleeping darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
6 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness


twelfth room - 2 teeming darkness


Uses blizzard against a lone shadow then gets hit twice wasting 3 seconds. Manages to recover the fight by using Donald and getting amazing luck.
Perfect second fight but loses a second trying to get initiation
Misses initiation but doesn't actually lose any time
Perfect fourth fight
Wastes 3 seconds on the fifth fight due to an unlucky card break
Perfect sixth fight
Perfect seventh fight and gets a shadow card
Shadow movements troll the eighth fight wasting 2 seconds 
Uses 3 tranquil on the second gate door and gets lucky obtaining a 3 blizzard on the way out
Wasted 3 seconds due to bad menuing and personally I'd have left the 0 blizzard in as sleight fodder to speed up bad encounters

Map cards obtained in twelfth room:

4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting grounds


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
3 sleeping darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
6 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting grounds



thirteenth room - 6 teeming darkness


Wastes 3 seconds trying to get initiation but the fight goes perfectly and obtains the important second rhapsody
Perfect second fight
Unlucky spawn pattern but saves time using Goofy
Perfect fourth fight
Perfect fifth fight
Perfect sixth fight
Perfect seventh fight
Perfect eighth fight
A two second video freeze at 42:48 to 42:50
Adds in the 0 blizzard for sleight fodder as well as the second rhapsody.
Uses three meeting grounds for the key to truth door which is the best possible card he could have used with his collection.

First boss: Guard armour

Gets a fast trick card which when combined with the two blizzard boosted blizzagas instantly kills the body parts moving the fight into phase two. Wastes 3 seconds due to a missed goody attack and another two seconds due to a missed blizzard attack. Overall it was a very good fight.

Wastes a second attacking a stand on room trigger and trying to climb the stairs to the second boss.

Second boss: Axel

Manages to land the Blizzaga on the fast moving Axel. However makes a blunder by missing with the 0 blizzard wasting 2 seconds and forcing a reload. Uses fire boost instead of blizzard boost after the reload. However Axel still manages to go down to the second Blizzaga despite this error.  A pretty messy fight but managed to land the Blizzagas which kept the fight as short as possible.

Map cards obtained in thirteenth room:

3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
6 teeming darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
3 sleeping darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
6 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground


Second world - Olympus


Perfect world for farming the calm bounty cards required for blizzard raid / fire raid. By picking Olympus first it also gives access to Blizzard raid / Cloud cards and allows for barrel spider farming. Best possible second world choice.

First room

First room object gives a 5 kingdom key
Wastes 6 seconds going towards the next room before turning back and opening the key to beginnings room with a 6 meeting grounds (Best choice available)
Obtains first Olympia but its a low valued 1
First encounter is the awful rhapsody encounter. Made the right choice by fleeing but lost 5 seconds doing so
Wastes two seconds trying to hit the door to the second room


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
3 sleeping darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground



Second room - 3 Sleeping darkness


Sleeping darkness rooms allow for barrel spider farming which is the quickest and safest method to obtain the calm bounty. Perfect second room choice.

Bad enemy spawn locations forced a no initiation fight. However the only slip up was using the fire boost instead of the blizzard boost wasting 1 second.
Obtains a 6 Olympia card
Perfect second fight
Wastes another second using fireboost over blizzard boost but a perfect fight

Map cards obtained in the second room:

2 feeble darkness
4 martial awakening
6 tranquil darkness


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
4 sleeping darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
4 martial awakening
6 tranquil darkness


Third room - 4 sleeping darkness

Takes 3 seconds hovering over the 4 darkness card before using it.
Just runs into the first encounter. However it is another rhapsody encounter so had to flee wasting 9 seconds due to bad luck.
Walks into the second encounter. However it is a perfect fight and gets a Moogle room card
Perfect third encounter
Room object farming allows for a 0 Kingdom key drop before returning to the third room for the fled encounter
Bad first Blizzaga wasting 4 seconds but salvages it perfectly and gets a 3 calm bounty for Blizzard raid after only 6 encounters
Gets another 0 kingdom key and the barrel spider encounter gives another 3 calm bounty for Fire raid in monstro
Goes back into the first room by accident getting an encounter. Costs 7 seconds due to a bad Blizzaga

Map cards obtained in the third room:


5 moogle room
3 meeting ground
3 calm bounty
3 calm bounty
8 meeting grounds


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
8 teeming darkness
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
7 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
4 martial awakening
6 tranquil darkness
3 calm bounty
3 calm bounty
8 meeting grounds


Another video freeze at 50:46-50:50 while obtaining the Blizzard raid sleight
Wastes 5 seconds going the wrong way
Good deck building for the Blizzard raid deck

Third boss: Cloud

Pauses at the start of the fight wasting a second
First Blizzard raid only gets off two hits due to being broken by a stronger sleight
Bad distance causes only two hits on the second raid
Third raid gets the four hits killing cloud

Possible to kill Cloud in only two raids which would have saved a possible 6 seconds.

Huge turn around with the luck getting a 9 blizzard and 0 kingdom key right after cloud making up for the bad luck in traverse town.

Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
6 teeming darkness
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
4 martial awakening
6 tranquil darkness
3 calm bounty
3 calm bounty
8 meeting grounds


Obtains a 6 calm bounty through a barrel spider encounter on the way to the key to truth room
6 teeming darkness used to open up the key to truth room

Fourth boss: Hades

Only gets one hit on the second raid due to bad luck but it only costs 3 seconds. Other than that a good Hades fight.

Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
4 martial awakening
6 tranquil darkness
3 calm bounty
3 calm bounty
8 meeting grounds
6 calm bounty




Third world - Monstro


Early fire raid and still able to farm pretty nicely here making it a good third world choice.

First room

Missed an important raid on the barrel spider encounter but it only cost 4 seconds

Map cards obtained in the first room:

4 stagnant space


Total map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
4 martial awakening
6 tranquil darkness
3 calm bounty
3 calm bounty
8 meeting grounds
6 calm bounty
4 stagnant space


Uses the Three calm bounty in order to obtain fire raid
And then uses the 5 moogle room on the first door to mimimise reset time 

First free pack

6-4-9-6-6 all Kingdom keys. A very good pack worth saving to reduce the reset times while trying to get clouds / fires and blizzards.

First magic pack

6 Blizzard
4 Fire
7 Fire
2 Blizzard (P)
4 Cloud (P)

Pretty much a perfect pack outside the cloud being a premium. Amazing luck with the first pack.

Second pack

4 Simba
0 Blizzard
5 Blizzard
1 Simba
6 Fire (P)

Bad pack due to 2 simba cards. Made the correct choice by resetting. Loses 30 seconds as a result of this.

Third pack

1 cure
6 cure
5 Simba
4 cure
3 cure

Should have reset after the Simba appeared. Horrible luck and loses another 15 seconds by opening his Riku save rather than his correct save a major blunder.

Synthesises the hi potion and Simba card which are never used giving him enough MP to get another magic pack. However this should have been done after obtaining the free pack to save time.

Fourth pack

4 cure (P)
2 cure
1 fire
9 simba
6 cure

Another reset pack due to the high volumes of cures and the presence of a Simba card. However due to the amazing first pack it was worth opening a fifth pack despite this awful pack.

2 cure
3 cure
9 cure
2 blizzard
5 cure

3 second video skip at 58:55-58:58
Another bad pack which when mixed with the fourth pack caused another reset. 

Sixth / seventh packs

5 cure
4 cure
9 simba
8 cure
1 cure
8 cure
4 simba
2 simba
2 blizzard
6 fire

RNG causes another reset.

eighth / ninth pack

4 cure
3 cure
3 fire
1 cure
8 blizzard
1 cure
3 blizzard
6 cure
6 cure
6 simba

At this point I'd have probably just run with the high amount of magic cards got between the packs. However due to a low amount of clouds it still saves time resetting here. 

Tenth / Eleventh

1 cure
6 cure
5 simba
4 cure
3 cure
1 blizzard
3 fire
7 cloud
3 cloud
0 Simba

Despite the awful tenth pack and the 0 Simba the two cloud cards on their own make these packs worth saving ending the moogle room torture without losing too much time. Sadly 2 seconds are lost running into walls on the way out of the moogle room.

Total Map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
7 sleeping darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
4 martial awakening
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground


Third room - 6 sleeping darkness

Small pass by room with small load times that can also be used for barrel spider farming.

Fourth room - 7 sleeping darkness

Gets a barrel spider encounter which went perfectly
Goes to hit a barrel but gets a bad encounter forcing a flee
Another bad encounter on the second enemy hit forcing another flee
Perfect third encounter


Map cards obtained:

3 Stagnant space
5 moment's reprieve


Total Map cards:

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
0 tranquil darkness
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
5 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
7 tranquil darkness
4 tranquil darkness
6 feeble darkness
3 meeting grounds
3 meeting ground
7 meeting ground
3 teeming darkness
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
4 martial awakening
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve


Fifth room - 0 Tranquil darkness

Forced to reset the door count due to the 6/7 sleeping darkness
Uses a 5 meeting ground and a 7 tranquil darkness to open the key to beginnings door
Perfect fight after leaving the key to beginnings room
Misses a raid wasting 2 seconds on the second fight
Perfect third fight but gets trolled by a tornado step enemy card
Forced to flee from two bad enemy encounters in the other sleeping darkness room
Another perfect barrel spider encounter

Opens the door to guidance placing the 4 martial's awakening then closing the door menu to do deck building. This should have been left until after the deck building and cost 4 seconds doing so.

Good deck building but takes 6 seconds to verify if the deck is good enough for Prison Cage Parasite Cage.

Fifth boss: Parasite Cage

Elemental weakness to fire however the rotating platforms prevent a 4 hit with the first fire raid only opening the mouth with its two hits. However the second fire raid hits 6 times which is a perfect strike and forces the trick card to spawn.
4 hits with the third fire raid using the trick card to perfectly position himself
Takes two blizzard raids to finish him off.

Good parasite cage fight.

Takes two fire raids to kill the encounter after parasite cage due to bad enemy positions but other than that it is a good fight.
Perfect second encounter after parasite cage

Uses the 3 teeming darkness to open the key to truth door. The 3 Feeble obtained on the previous encounter would have been a better use since the 3 teeming would come in useful during the second round of farming.

Perfect Monstro's belly minigame

Map cards obtained in the fifth room:

6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
3 feeble darkness


Total map cards

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
4 tranquil darkness
6 feeble darkness
3 meeting grounds
3 meeting ground
7 meeting ground
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
3 feeble darkness


Fourth world - Agrabah

Best to take out Genie Jafar before he gets too much health making this the best world.

Good first encounter but should have used the Omnislash earlier to save time.

Map cards obtained in first room:

7 Feeble Darkness



Total map cards

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
0 sleeping darkness
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
4 tranquil darkness
6 feeble darkness
3 meeting grounds
3 meeting ground
7 meeting ground
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
3 feeble darkness
7 Feeble Darkness


Second room - 0 Sleeping Darkness

Bad luck on where the encounters spawned. Failed Sleight wastes 2 seconds.
Perfect barrel spider fight
Perfect third fight

Map cards obtained in second room:

1 sorcerous waking
2 moogle room
0 calm bounty



Total map cards

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
7 sleeping darkness
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
4 tranquil darkness
6 feeble darkness
3 meeting grounds
3 meeting ground
7 meeting ground
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
3 feeble darkness
7 Feeble Darkness
1 sorcerous waking
2 moogle room
0 calm bounty


Third room - 7 sleeping darkness

Perfect first fight


Map cards obtained in third room:

2 premium room


Total map cards

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
8 sleeping darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
4 tranquil darkness
6 feeble darkness
3 meeting grounds
3 meeting ground
7 meeting ground
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
3 feeble darkness
7 Feeble Darkness
1 sorcerous waking
2 moogle room
0 calm bounty
2 premium room


Fourth room - 8 sleeping darkness


Perfect first fight. Intentional XP avoiding for Berserk.
loses a second by exiting the menu on key to beginnings
Perfect key to guidance fight
Good deck building for Jafar but no Hades added for Beserk.

Map cards obtained in fourth room:

5 sorcerous waking



Total map cards

0 Tranquil darkness
9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
4 tranquil darkness
6 feeble darkness
3 meeting grounds
3 meeting ground
7 meeting ground
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
3 feeble darkness
7 Feeble Darkness
1 sorcerous waking
2 moogle room
0 calm bounty
5 sorcerous waking


Fifth room - 0 Tranquil darkness


Has to add in the Hades card before opening the key to truth door 
6 feeble / 5 sorc used for the key to truth

Sixth boss: Jafar

Other than the potion being broken this is a flawless fight.

Total map cards

9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
5 meeting ground
6 meeting ground
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
4 feeble darkness
9 tranquil darkness
0 tranquil darkness
6 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
7 meeting ground
5 meeting ground
5 teeming darkness
1 feeble darkness
6 tranquil darkness
1 feeble darkness
6 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
7 meeting grounds
4 meeting grounds
4 tranquil darkness
6 feeble darkness
3 meeting grounds
3 meeting ground
7 meeting ground
4 teeming darkness
3 meeting ground
4 meeting ground
2 feeble darkness
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
3 feeble darkness
7 Feeble Darkness
1 sorcerous waking
2 moogle room
0 calm bounty



Fifth world - Halloween town

Good initial fight
Good map card use
Oogie wastes a bunch of time on the second cycle by not using cards but I've seen him wait 2-3 minutes at a time so it was an acceptable waiting period and an overall perfect fight execution wise.

Map cards obtained:

7 feeble darkness


Total map cards:

9 tranquil darkness
3 meeting grounds
0 meeting grounds
4 meeting grounds
4 meeting grounds
1 meeting ground
6 meeting ground
6 meeting ground
0 feeble darkness
6 Meeting ground
6 meeting ground
9 tranquil darkness
6 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
6 meeting ground
6 meeting ground
4 feeble darkness
0 meeting ground
3 meeting ground
7 meeting ground
5 meeting ground
5 teeming darkness
6 tranquil darkness
1 feeble darkness
6 meeting ground
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
4 meeting grounds
4 tranquil darkness
3 meeting grounds
3 meeting ground
3 meeting ground
4 meeting ground
6 tranquil darkness
8 meeting grounds
6 calm bounty
4 stagnant space
3 meeting ground
3 Stagnant space
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
5 alchemic waking
0 Stagnant space
7 Feeble Darkness
1 sorcerous waking
2 moogle room
0 calm bounty
7 feeble darkness



Sixth world - Wonderland

Some slight hesitation on the first door with what map card to use
Perfect card soldier fight
Outside not getting initiation has a perfect fight
Second fight in wonderland goes perfectly
Perfect third fight
Perfect fourth fight
Perfect fifth fight
Sixth fight he uses a fire raid on nocturnes and then has to use 3 blizzard raids to clean them up wasting time
Seventh fight he uses blizzard raid with fire boost up instead of blizzard boost forcing another raid to be used 
Perfect eighth fight
Ninth fight required one additional raid due to bad enemy spots but is saved by using omnislash
Overall good map card usage but some time is wasted selecting the key to truth

Really good luck with the trickmaster trick card and a perfect fight.

Larxene - Gets all the omnislashes hits to land. Only one missed raid but other whys a really good fight execution wise.

Map cards obtained:

3 stagnant space
7 strong initiative
3 teeming darkness
6 calm bounty
4 moogle room
0 tranquil darkness
3 tranquil darkness
3 moogle room
7 moment's reprieve


Total map cards:


9 tranquil darkness
0 meeting grounds
1 meeting ground
0 feeble darkness
9 tranquil darkness
6 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
4 feeble darkness
0 meeting ground
5 teeming darkness
6 tranquil darkness
1 feeble darkness
4 tranquil darkness
5 meeting ground
4 meeting ground
4 meeting ground
8 meeting grounds
3 meeting grounds
2 teeming darkness
2 teeming darkness
3 meeting grounds
4 meeting grounds
4 tranquil darkness
3 meeting grounds
3 meeting ground
3 meeting ground
4 meeting ground
6 tranquil darkness
8 meeting grounds
6 calm bounty
3 meeting ground
5 moment's reprieve
6 alchemic waking
4 Moment's reprieve
0 Stagnant space
7 Feeble Darkness
2 moogle room
0 calm bounty
7 feeble darkness
3 stagnant space
7 strong initiative
3 teeming darkness
6 calm bounty
4 moogle room
0 tranquil darkness
3 tranquil darkness
3 moogle room
7 moment's reprieve




Seventh world - 100 acre woods

Pretty much the worst mini game in existence. Pooh tries his best to kill the run with his honey addiction but he doesn't interact with any of the unwanted objects making it a good OaW.

Adds the elixir to the deck and then leaves pooh to die. 

2 seconds of green screen from 1:38:30-1:38:32

Riku 1 - Two of the omnislashes only hit twice but a really good fight outside of that.


Eighth world - Atlantica

With the cloud count being 4 this is a perfect choice for the eighth floor to get the Ursula fight out of the way as quickly as possible

Minor hiccup at the key to beginnings door accidentally leaving the menu.
Misses the door to guidance and hesitates on the menu for a while

Really slow deck building since the cloud replacement should have only taken 2 trips to the bottom of the deck instead of 4.

Slow key to truth door menuing.

Ursula - Some bad RNG with one of the omnislashes but other whys a perfect fight. Game lag due to experience dropping causes some audio problems at the end.

Riku 2 - Outside not getting a 4 hit fire raid towards the end of the fight and having to wait a while for the 27 sleight to be used this is a good fight with no mistakes

Total map cards:

9 tranquil darkness
0 meeting grounds
1 meeting ground
0 feeble darkness
9 tranquil darkness
6 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
4 feeble darkness
5 teeming darkness
6 tranquil darkness
1 feeble darkness
4 tranquil darkness
5 meeting ground
4 meeting ground
2 teeming darkness
2 teeming darkness
3 meeting grounds
4 tranquil darkness
3 meeting grounds
3 meeting ground
3 meeting ground
4 meeting ground
6 calm bounty
5 moment's reprieve
4 Moment's reprieve
0 Stagnant space
7 Feeble Darkness
2 moogle room
0 calm bounty
7 feeble darkness
3 stagnant space
3 teeming darkness
6 calm bounty
4 moogle room
0 tranquil darkness
3 tranquil darkness
3 moogle room


Ninth world - Neverland


Some sloppy movement in the first room but gets a really lucky 4 aero from a barrel
Perfect first encounter
Perfect second encounter
Perfect third encounter
Gets caught on a chest rather than jumps over it wasting some time
EXP lag slows down the fourth encounter during the last raid but a perfect fight

Video freeze at 1:53:50 for two seconds

Perfect fifth fight
Perfect sixth fight
Wastes time trying to initiate the seventh fight but it goes perfectly
EXP lag slows down the eighth fight but other than that it goes well
Perfect ninth fight
Gets caught on another chest wasting time before turning around anyway. Some slight map card hesitation after this blunder.

Video skip during the tenth fight from 1:58:15-1:58:17
Video skip at 1:59:46-1:59:48

Perfect eleventh fight
Misses a few raids during the twelfth fight 

Video skip at 2:02:00-2:02:02 during the thirteenth fight

Good barrel spider encounters but gets caught on the chest for a third time

over all good map card usage but the stagnant space card caused a bunch of time loss due to the chest placement.

Hook - Perfect hook fight

Map cards obtained:

0 false bounty
7 meeting ground
0 false bounty
4 guarded trove
9 looming darkness
2 premium room
8 lasting daze
6 moogle room
4 looming darkness
6 martial awakening
8 white room
9 guarded trove
4 meeting ground
3 moogle room
5 guarded trove
2 premium room
3 guarded trove
6 premium room
6 premium room
2 sorcerous waking
0 premium room
4 premium room
3 moogle room


Total map cards:


9 tranquil darkness
0 meeting grounds
1 meeting ground
0 feeble darkness
6 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
4 feeble darkness
5 teeming darkness
6 tranquil darkness
4 tranquil darkness
5 meeting ground
4 meeting ground
2 teeming darkness
2 teeming darkness
3 meeting ground
6 calm bounty
5 moment's reprieve
4 Moment's reprieve
7 Feeble Darkness
2 moogle room
0 calm bounty
7 feeble darkness
3 stagnant space
3 teeming darkness
6 calm bounty
4 moogle room
0 tranquil darkness
3 tranquil darkness
3 moogle room
0 false bounty
7 meeting ground
0 false bounty
4 guarded trove
9 looming darkness
2 premium room
8 lasting daze
6 moogle room
6 martial awakening
8 white room
9 guarded trove
4 meeting ground
3 moogle room
2 premium room
3 guarded trove
6 premium room
6 premium room
2 sorcerous waking
0 premium room
4 premium room
3 moogle room



Tenth floor - Hollow bastion

Some map card hesitation with the key to beginnings
Video skip from 2:07:48-2:07:50
Fights a HB encounter which didn't waste as much time as it should have.

Dragon Mal - Pretty much a perfect fight not much to add if the 14 raid strat is used.

Vexen - Misses the first raid and wastes a raid to card break but other than that a good fight.

Map cards obtained:

0 white room


Total map cards:

9 tranquil darkness
0 meeting grounds
1 meeting ground
0 feeble darkness
6 tranquil darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
4 feeble darkness
5 teeming darkness
2 teeming darkness
2 teeming darkness
6 calm bounty
5 moment's reprieve
4 Moment's reprieve
7 Feeble Darkness
2 moogle room
0 calm bounty
7 feeble darkness
3 stagnant space
3 teeming darkness
6 calm bounty
4 moogle room
3 tranquil darkness
3 moogle room
0 false bounty
0 false bounty
9 looming darkness
2 premium room
8 lasting daze
6 moogle room
8 white room
9 guarded trove
3 moogle room
2 premium room
3 guarded trove
6 premium room
6 premium room
0 premium room
4 premium room
3 moogle room



Eleventh floor - Twilight town
Perfect first encounter
Perfect second encounter...gets a key to rewards due to awful luck
Perfect third encounter and gets the 1 blue
Slow deck building and tries to open the warp door

Video skip 2:15:20-2:15:22

Exits the menu in the key to beginnings room.

Video skip 2:16:00-2:16:02

Perfect Vexen II fight.

Riku III - While this fight could have been faster with the clouds with the judgement deck approaching it would have lost time overall. The fight itself goes perfectly landing an impressive amount of 4 raid hits.

Map cards obtained:

2 sleeping darkness
1 mingling worlds
5 mingling worlds


Total map cards:


9 tranquil darkness
0 meeting grounds
1 meeting ground
0 feeble darkness
2 sleeping darkness
8 meeting ground
8 meeting ground
4 feeble darkness
5 teeming darkness
2 teeming darkness
2 teeming darkness
6 calm bounty
7 Feeble Darkness
2 moogle room
0 calm bounty
7 feeble darkness
3 stagnant space
3 teeming darkness
6 calm bounty
4 moogle room
3 tranquil darkness
3 moogle room
0 false bounty
0 false bounty
9 looming darkness
2 premium room
8 lasting daze
6 moogle room
8 white room
9 guarded trove
3 moogle room
2 premium room
3 guarded trove
6 premium room
6 premium room
0 premium room
3 moogle room
0 white room
1 mingling worlds
5 mingling worlds



Twelfth floor - Destiny islands

Perfect first encounter

Moogle room -

Sells the bad summons / potions after getting an ok free pack.

Attempt 1 -

3 thunder
2 dumbo
3 cure
0 cloud
8 cloud

Some hesitation afterwards but with 6 cloud cards but that is mainly due to the insane luck involved and the ditching of the standard route.

Approaches the wrong door before the key to beginnings.

Video skip 2:22:00-2:22:22

Perfect barrel spider encounter from what I saw
Obtains the Judgement sleight
Some slow menuing while building the Judgement deck and then slower map card choices for the Key to guidance

Darkside - Complete failed cloud card due to casting it between abilities which would have saved on one judgement use. The other clouds and judgement land perfectly killing it before a reload was necessary.

Riku IV - The death was pretty quick and didn't actually cost much time. The second fight has phenomenal luck and wouldn't have happened without the intentional death due to no sleight lock.

Larxene II - She really wanted to break clouds after taking the three hits in this fight allowing for complete abuse of sleight lock making for a perfect fight.

Map cards obtained:

5 mingling worlds
3 moogle room


Total map cards:



0 meeting grounds
1 meeting ground
0 feeble darkness
2 sleeping darkness
8 meeting ground
4 feeble darkness
5 teeming darkness
2 teeming darkness
6 calm bounty
2 moogle room
3 stagnant space
3 teeming darkness
6 calm bounty
3 tranquil darkness
3 moogle room
0 false bounty
0 false bounty
2 premium room
6 moogle room
8 white room
9 guarded trove
6 premium room
0 premium room
0 white room
1 mingling worlds
5 mingling worlds
5 mingling worlds
3 moogle room



Return to traverse town


Perfect first fight
Perfect second fight
Perfect third fight
Perfect fourth fight
Perfect fifth fight
Perfect sixth fight
Perfect seventh fight
Misses a nocturne and has to combo it down during the eighth fight
Good ninth fight
Perfect tenth fight
Perfect eleventh fight but gets a shadow card
Perfect twelfth fight
Perfect thirteenth fight
Horrible fourteenth fight due to a missed blizzaga
Perfect fifteenth fight but gets a shadow card
Perfect sixteenth fight
Perfect seventeenth fight

Map cards obtained:

3 feeble darkness
7 feeble darkness
6 tranquil darkness
7 sleeping darkness
6 meeting ground
8 tranquil darkness
3 sleeping darkness
3 feeble darkness
5 feeble darkness
6 feeble darkness
4 meeting ground
7 meeting ground
0 meeting ground
5 teeming darkness
4 meeting ground
7 tranquil darkness
3 feeble darkness
7 sleeping darkness
7 teeming darkness
8 sleeping darkness


Total map cards:



0 meeting grounds
1 meeting ground
0 feeble darkness
2 sleeping darkness
8 meeting ground
4 feeble darkness
5 teeming darkness
2 teeming darkness
6 calm bounty
2 moogle room
3 stagnant space
6 calm bounty
3 tranquil darkness
3 moogle room
0 false bounty
0 false bounty
2 premium room
6 moogle room
8 white room
9 guarded trove
6 premium room
0 premium room
0 white room
1 mingling worlds
5 mingling worlds
5 mingling worlds
3 moogle room
3 feeble darkness
7 feeble darkness
6 tranquil darkness
7 sleeping darkness
6 meeting ground
8 tranquil darkness
5 feeble darkness
6 feeble darkness
4 meeting ground
7 meeting ground
0 meeting ground
5 teeming darkness
4 meeting ground
7 tranquil darkness
3 feeble darkness
7 sleeping darkness
7 teeming darkness
8 sleeping darkness



Floor 13 - Castle Oblivion
Wastes some seconds back tracking to the moogle in the first room
Good moogle packs in rooms 1-3
Good deck building pre Axel
Leaves the menu a few times at the gates of hell wasting time.

Axel II - Gets a five hit and cuts the first two health bars down instantly and while the final bar takes a while due to only getting 2 hits it is still a really amazing fight. 

Good deck building pre Marluxia

Video skip at 2:51:22 for two seconds

Marluxia - Took some unnecessary damage during his double sleight phase. Uses the elixir when 2 omnislashes could have been used by reloading meaning a lack of sleights towards the end of the fight.

Good deck building for Marluxia II. However by selling the hi potions in Destiny islands is unable to reset the reload counter.

Marluxia II - Amazingly manages to land Trinity limit (Actually saves some time using it in phase 1). Amazing fight execution wise especially with how long berserk was in effect for.

Map cards left over:


1 meeting ground
2 sleeping darkness
8 meeting ground
4 feeble darkness
5 teeming darkness
2 teeming darkness
3 stagnant space
3 tranquil darkness
0 false bounty
0 false bounty
2 premium room
6 premium room
0 white room
5 mingling worlds
5 teeming darkness
7 tranquil darkness



Overall opinions -

A/V has around 40 seconds skipped throughout the run.

Deck building could do with some improvement due to missing an important technique in selecting blank spots to make less trips with deck reshuffling. However the vast majority of the deck building was done with great card knowledge and planning.

Map card usage was perfectly acceptable for a SS run without any outside tools / assistance. However future runs may look towards getting a program to assist with this like the other verifiers have suggested.

The runner showed perfect map knowledge moving on each floor without hiccup.

The farming in Traverse town and beyond had very little room for improvement showing perfect knowledge of each encounter in the run.

Boss wise there are very few mistakes outside of the blunder on Riku IV which didn't cost much time and the vast majority went perfectly.

Opinion - Good execution/luck but a weak accept due to the video problems.


Nate's opinion of the A/V quality -

Quote from nate:
it's borderline. the runner should figure out why frames are being dropped and fix it for the future.


Decision: Accept

Reason: A/V got a pass and everybody agrees the execution is good.

Congratulations to Ben 'Ghostwheel' Hartman!
Thread title:  
Gotta give it to Ghost.

When I started routing this game I swore there would never be a Sora's story Single Segment on SDA and he managed to prove me wrong.
He deserves it!
His runs are really great Smiley
Always lurkin' around his stream and he's damn good. Nice run.
Edit history:
Ghostwheel: 2013-06-07 04:33:06 pm
The artist formerly known as Qxy
Thanks Everyone Cheesy

I'm so happy CoM running has come this far. I know there are a ton of mistakes, both small and large, in this run, and you can believe me when I say I'll never be done with this.

A special thanks goes to verifier 3 ;). Just look at that dedicated verification. He's been a part of the SS CoM community since its modern inception, (and the inspiration for me to go for it) and has seen me stream this run and enough runners to know that I'm not cheating. What this verification is (outside of possible payback for the similarly nitpicky comments I gave his first run) is one of the most refined critiques of a run I could have asked for. Now I could repay you in kind, and go through your comments, letting you know every place you were wrong about a decision I made, but I'll spare you all the trouble. But gosh, I had no idea how many times I ran into walls during this run. It comforts me to know that knowledgeable people are out there, watching my runs and appreciating my finest moments, noticing my mistakes, and giving me the motivation to refine my skills and make the run even more smooth.

As far a A/V goes... Hooo boy. I was afraid that trying to record a 3 hour SS as the rate my computer drops frames would be sketchy. I'm happy this got a pass, but I understand that I need to improve for the future. The first thing I'll try is defragmenting my drive, and if that doesn't work, i'll try anything I can.