Room Creation
Ok, the most important feature in Chain of Memories is room creation. The general map design of Chain of Memories is always the same, but the room design is always different.
Depending on which card you use the contents of the room change to fit the specification of the card used. Enemy power, frequency, number, movement, etc. are under the influence of
the card you choose, as are whether the room will contain treasure, moogle shops, and so on and so forth. Room creation cards are randomly distributed by enemies so you'll often find yourself
fighting as much as possible to rack up a good supply of the cards. Each door you open has a specific number attached to it. Greater than, less than, or equal to a specific number.
Each card you pick up has a number from 0-9. These numbers are what you use to judge whether you want to use them or not. Try to hang on to your 0 cards, or just fight to get a lot of them,
'cause there are some levels where 0 doors are everywhere and you may find yourself lost without a 0 card. This will force you to fight until you find one, which could take a while.
The best card to use is the "Martial Waking" card, which powers up your attack cards, evening the 5 on 1 odds you sometimes face. Just keep your card usage in mind and you'll do fine.
Room Creation Cards
Name: |
Description: |
Picture: |
Tranquil Darkness: |
A room where only a few Heartless appear. It's dropped in plentiful quantities by enemies and creates a standard room. The enemies are no stronger or weaker than they
should be. |
|
Teeming Darkness: |
A room where a large quantity of Heartless appear. The enemies are no stronger than they should be, but they tend to drop enemy cards at a higher rate. |
|
Feeble Darkness: |
A room where weak Heartless appear. The enemies appear at the normal rate, but they are weak and easy to defeat. |
|
Almighty Darkness: |
A room where powerful Heartless appear. The enemies appear at the normal rate but they are far more powerful and numerous during combat. They are
more likely to drop enemy cards. |
|
Sleeping Darkness: |
A room where the Heartless are 'sleeping' and don't move around. When you enter the room the enemies will already have spawned but will not be moving. They are
easy to ambush in this state. |
|
Looming Darkness: |
A room where the Heartless respawn continuously. Enemies appear at an increased rate and don't stop appearing, they are more likely to drop
enemy cards. |
|
Premium Room: |
A room where defeating enemies during combat often yields a Premium bonus. |
|
White Room: |
A room where White Mushrooms appear. White Mushrooms are non-offensive Heartless that need your help. |
|
Black Room: |
A room where Black Fungus appear. Black Fungus are Heartless that sometimes yield a very useful enemy card. |
|
Martial Waking: |
A room where your attack cards are stronger than normal. This card is extremely useful, as it upgrades your attack cards' power, allowing you to
attack faster and harder then normal. |
|
Sorcerous Waking: |
A room where magic cards are stronger than normal. This card is useful when running low on HP and you need to heal. |
|
Alchemic Waking: |
A room where item cards are stronger. |
|
Meeting Ground: |
A room where ally cards appear at the start of combat. |
|
Stagnant Space: |
A room where Heartless move slowly. |
|
Strong Initiative: |
A room where hitting the Heartless with the Keyblade before combat damages and stuns them. |
|
Lasting Daze: |
A room where hitting the Heartless with the Keyblade before combat stuns them for a longer period of time. |
|
Calm Bounty: |
A room that contains treasures. |
|
Guarded Trove: |
A room that contains treasures guarded by strong Heartless. |
|
False Bounty: |
A room with multiple fake treasures and one real treasure. The fake treasures lead to combat. |
|
Moment's Reprive: |
A room with a save crystal. |
|
Mingling Worlds: |
A randomly-generated room from any of the room creation cards.. |
|
Moogle Room: |
A room with a Moogle shop. |
|
Key of Beginnings: |
A Keycard to open the White Keyblade doors. Gained automatically at the start of each world. |
|
Key of Guidance: |
A Keycard to open the Kingdom Hearts doors. Gained after opening the Key of Beginnings room. |
|
Key to Truth: |
A Keycard to open the Heartless doors. Gained after opening the Key to Guidance room. |
|
Key to Rewards: |
A room containing a powerful sleight or summon card. |
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