Why is Jafar So Easy in Kh

Walkthrough - Agrabah

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Jafar and Maleficent's conversation introduces a little more backstory, as well as the cute new Heartless in this level. Once the party touches down, head through the passageway to the Main Street area. There's a climbing pole in one spot here that leads to Aladdin's hideout, but the large passageway to the Alley is where you want to go now.

Here, the party finds Princess Jasmine in her hiding place. Unfortunately, the bad guys find her as well. Jafar summons some Heartless to attack, but they're easy to take care of. Now, things get a little complicated.

Climb up the crates to where Jafar was standing. See the keyhole? Use that to unlock one of the town gates. Then, turn right and jump across the open window shutters to get to the high point on the other side of the Alley. A little more climbing leads to the passageway Sora just opened, and thence to the awnings above Main Street.

Now, you want to get to the blue-green awning kitty-corner from where you are. Step down to the pink one, hop over to the yellow one, and then jump across to the goal. Climb the pole, and there you are at Aladdin's place.

At Aladdin's house, the Magic Carpet sits in a corner next to a chest of drawers. Talk to the Carpet -- he flies away -- and then head back to Main Street via any number of exits. Next stop, the Desert (reachable from the Main Street or the connected Plaza area), where it's time for a magic carpet ride.

Out in the desert, Aladdin's beset by the Heartless. There's an awful lot of them, and their defensive abilities can be a pain, but Sora shouldn't have a hard time taking them out. Subsequently, we meet Aladdin and the Genie -- take a moment to appreciate the animation work and Dan Castellaneta's fine performance. Then it's back to Agrabah.

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Climb the pair of stacked crates, located to the right of the entrance, to reach the second level of this area. Then, jump across to the awning opposite and go through the nearby passageway. As before, jump across the window shutters to get to the Alley and Aladdin's House. After the cutscene, go back down the pole to the Alley and follow the awnings around the corner. From the red one at the end, hop over to the passageway and into the Bazaar.

On the corner platform in the Bazaar, jump across the two open shutters to the platform with two crates. Jump up those crates to the high platform and hop from there to the opposite wall, where there's a chest sitting at the right end. On the left, there's another keyhole, which unlocks the door to the Palace Gates. Specifically, it's the gate above the yellow awning in Main Street.

Here, Jafar has captured Jasmine, and even the Genie's best efforts fail. Now, time for another fight.

BOSS: Pot Centipede

This is a bit of a tricky boss, since he can regenerate himself by gathering new segments from around the area. Attack the segments to break him up, and then hit the head and tail to finish him off, while avoiding his dangerous antennae. However, when he curls up into a tight ball, only the head is vulnerable, so whack away at that point until he uncurls.

Follow Aladdin's advice and head back out to the Desert via the Plaza -- first, though, hit a save point and swap Aladdin into the party if you haven't already done so. Here lies the entrance to the Cave of Wonders, which isn't even as friendly as it looks.

BOSS: Cave Mouth

Speaking of tricky bosses... His two vulnerable points are his eyes, which are usually high out of reach. Fire magic jump attacks can hit them when he leans his head forward, but to attack physically otherwise, Sora has to climb up around his neck, over his head, and deftly hop down onto his nose. Meanwhile, of course, the head is sending out Heartless, breathing blasts of fire, and launching homing energy beams from its eyes. Tall order, isn't it? Be patient, and try to concentrate on one eye at a time, since killing one first will reduce the burden of the homing blasts.

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Once that's taken care of, enter the Cave of Wonders. Some tough fights lie in here, especially with the new fire-breathing Large Bodies. There's also a nasty little trap in the first area, where a boulder rolls along the central track -- don't let that hit Sora, or it will cause serious damage. Break through the bad guys and go through the far passageway to the Hall.

This area is plenty confusing, yes? Compounding its size are the pits, which drop the party down into the Dark Chamber (although a Torn Page can be found down there, among other things). There are a couple of ways down into the Chamber besides (the stairs between the two torches work), but in any event, that's where we want to go. Swim into the waterfall by the save point to enter the Silent Chamber, and go down the next waterfall to the right to continue from there.

See that statue of a monkey? Activate that to open a doorway. Now, swim back up to the Silent Chamber and go up the first bit of stairs. Then jump over the landing and swim to the far passageway, which leads to the Hidden Room and a mysterious pillar. Zap the pillar with Fire magic, and another cutscene ensues...

Aha, there's the Keyhole. Now, swim back to the Silent Chamber and go up the stairs, which lead back to the Hall. Now we want to go to the big door tucked in the far right corner, which leads to the Bottomless Hall. Mind the gap, and the water jets, to make it to the passageway on the far side, into the Treasure Room. In this room, use the little pedestals at the bottom of the treasure heaps to hop up to the chests. Saving would also be wise before proceeding to the Lamp Chamber.

Well, things are not looking good for our heroes, are they?

BOSS: Jafar and Genie

The Genie is actually not that dangerous here, perhaps because he's a bit reticent about offing his friends. He moves around slowly and attacks with punches, but he's easy to avoid. Meanwhile, Jafar gradually drifts from platform to platform, pausing to launch fiery beams. Dodge those with continual movement, and hop off the platforms to smack him with aerial combos while he hovers.

Spell: Blizzara

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After the battle, go see Jasmine at the World Lock. Jafar isn't quite out of it yet, though. Hop down the hole after him.

BOSS: Genie Jafar

Jafar, despite his imposing appearance, is not the target here. The object is to take out Iago, who flies around the shifting floors holding Jafar's lamp. Avoid Jafar's massive lava bombs, which isn't too tough, and follow Iago around. He has a pre-set pattern, so it's possible to save some time by waiting for him to come to you rather than following him to the platforms on the far sides of the arena. It's also easy to attack from long range with Fire magic. Once Iago goes down, well, you saw the movie, didn't you? Winning nets the Fira spell, the Three Wishes keychain, and Ansem's Report 1.

All is still not well -- the bad guys make off with Jasmine while Sora locks the Keyhole. Fly out of the Cave in the neat little flying-carpet mini-game, which is no big challenge, and that's the end of Agrabah. After the cutscenes, return to the Gummi Ship. Now you can open Green Trinity points, and you've got the Genie summon.

Up Next: Traverse Town / Hundred Acre Wood

In This Wiki Guide

Kingdom Hearts

Kingdom Hearts

Kingdom Hearts combines more than 100 familiar Disney characters including Mickey, Donald, and Goofy as they encounter familiar Final Fantasy icons like Cloud and Squall in their ongoing battle against an evil relentless force known as The Heartless.

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Source: https://www.ign.com/wikis/kingdom-hearts/Agrabah

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