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Conquering the Tournament

Talk to Panic at the Underworld Entrance and choose the next tournament. This is a solo tournament where Sora can use Drives alone and the Drive Gauge charges much faster than normal. The trick to getting through this fast is to use Magnet for the groups of enemies that can’t be easily dispatched and to use Reaction Commands and Drive Forms on the others. The first round is a perfect example; use Magnet here to quickly group up the enemies and defeat them. You regain 15 seconds after every round, so you need to be fast. Round 3 is a good example of when to use Reaction Commands, the Tornado Steps allow you to use Tornado Ride to quickly clear the area. Round 4 lets you use Shift Shot to easily defeat the Living Bone. As the battle lingers on you’ll want to use Valor Form, such as in Round 7 and 8. Rounds 8, 9, and 10 are all fought in the darkness but it isn’t that dark.

Round Enemies
1 Air Pirate x2, Trick Ghost x2
2 Driller Mole x3, Hammer Frame x3
3 Tornado Step x3, Wight Knight x3
4 Silver Rock x4, Living Bone
5 Icy Cube x5, Fiery Globe x5, Shaman
6 Fortuneteller x2, Aerial Knocker x2
7 Cannon Gun x3, Toy Soldier
8 Luna Bandit x5
9 Emerald Blues x4, Fat Bandit
10 Cerberus

BOSS - Cerberus

Cerberus uses most of the same attacks he did previously and he isn’t that difficult. The problem is you are likely low on time and are fighting this one alone. Cerberus will often leap then begin slashing and unfortunately in the darkness this means he leaps into nothingness and away from you. This can get a little aggravating but just use Quick Run to get back in his face and unleash Valor Form to do as much damage as possible. Hopefully you can get caught because this will freeze the clock and allow you to use the Reaction Command “Evade” then “Jump” then “Dog Paddle” to deal some moderate damage and stun Cerberus, leaving him opening for a finishing blow.

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Novice Hero

Win the Cerberus Cup.

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Guide Information
  • Publisher
    Square Enix
  • Platforms,
    PS3, PS4
  • Genre
    Action RPG
  • Guide Release
    12 January 2015
  • Last Updated
    7 December 2020
  • Guide Author
    Greg Boccia

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Kingdom Hearts II begins where Kingdom Hearts: Chain of Memories and Kingdom Hearts 358/2 Days leave off. Sora and his companions have been asleep for about a year, regaining their memories. When Sora awakens, he eventually arrives in Twilight Town, the place where a mysterious boy, Roxas, lived before he suddenly left. Gaining new clothes and powers, Sora began his journey anew, unaware of the events that have taken place in Chain of Memories. Sora continues his quest by unlocking paths to new worlds, learning of Nobodies and fighting the Heartless, as well as facing the remaining members of the mysterious Organization XIII. As the game progresses, Sora learns about Roxas and how much they have in common.

Birth By Sleep is the origins of the series’ hero and villain, Sora and Xehanort, and delves deep into the mysteries of Xehanort’s bleak past and forgotten memories as well as how Sora and Riku came to wield the Keyblade in the first place. It deals with three Keyblade Wielders: Terra, Aqua and Ventus and each character has their own scenario.

Kingdom Hearts II and Birth by Sleep will take you to many places and we have them all covered here. Inside you will find:

  • Complete walkthrough coverage for both Kingdom Hearts 2 and Birth By Sleep.
  • Side quests covered in detail from Absent Silhouettes to Atlantica.
  • Gummi ship missions and details.
  • Mirage Arena covered extensively.
  • Mini-games discussed and much, much more.

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