

After Riku reaches the B7F Entrance Hall, Ansem appears again, and he gives Riku the cards to Olympus Coliseum, Wonderland, Halloween Town and Atlantica, challenging him to continue resisting the darkness. After leaving the floor, Riku is confronted by and fights Ansem, Seeker of Darkness, who gives him cards for Traverse Town, Agrabah, Monstro, and Neverland, as well as providing Riku with the use of Dark Mode. When Riku takes hold of it, the card takes him to the B12F Entrance Hall. In the meantime, Riku awakens in a strange place, where DiZ offers a way out by presenting him with the card to Hollow Bastion. After she is defeated in the 6F Exit Hall, she tauntingly gives Sora the cards for Atlantica, Neverland, Hollow Bastion, and the 100 Acre Wood. As Axel and Larxene observe the group reach the sixth floor, Larxene declares it to be her turn to face Sora, and Axel gives her more cards. After defeating Axel, Sora receives the cards for Agrabah, Olympus Coliseum, Wonderland, Monstro and Halloween Town. They encounter the figure again once they reach the 1F Exit Hall, but when Axel appears, the figure gives him a number of cards and leaves him to test Sora. Upon entering Castle Oblivion, Sora, Donald, and Goofy encounter Marluxia, who samples Sora's memories and gives him a card for Traverse Town. Sometimes normal enemy's as well as Boss fights (who always) will drop a card that can be added into Sora's deck, harnessing the special abilities that these enemies possess.Marluxia produces the Traverse Town world card, crafted from Sora's memory. For normal enemies they will usually drop a map card, which can be used to open new doors and create new rooms for Sora to enter. At the end of a fight, a card will be dropped as well (when the last enemy is defeated).The downside is that you cannot reload a premium card during battle. Premium cards cost lower CP than regular cards.
#Kingdom hearts chain of memories cards upgrade
Also note that on occasion a small golden "P" will drop as well, which will enter Sora's deck into a roulette style spin, allowing him to upgrade a card to premium status.Collect them to increase the abilities of Sora, whether it be Hit Points (extra stamina), Card Points (hold more cards), or a new sleight (unlocking the ones listed in the Abilities section for use). Each time an enemy is defeated, they will drop small crystals, which are worth various amounts of experience.The above point can be used against enemies however, as they tend to combo attack themselves into a small deck, making them far less dangerous.Every time this method of attack is used, the first card stored for the attack will be lost from Sora's deck till the fight ends, meaning that an all out sleight/combo offensive will leave barely any cards in a deck, rendering Sora nearly defenseless. These attacks can be very powerful (see the Abilities section for specific sleights/combos), but they come with a price. Once the spots are filled, an attack can also be unleashed on the enemy by pressing the L & R Buttons together. Speaking of sleights/combos, these occur when 2 or 3 cards are combined into one attack (by pressing L and R Buttons, a card is moved into the holding spot below the Hit Point meter).This also holds true for sleights/combos, which makes 0 cards incredibly valuable to have in a deck. By waiting till an enemy starts their attack, Sora can play the 0 cards to break their card, stopping their attack cold, regardless of what value points their card in play possesses. The only time a lower card can break a higher card is when a 0 card is employed.If a lower value card is played after a high value card, the lower value card will just bounce away, not having any effect on the battle.

If the cards are of equal value, both cards are broken, allowing no attack for that action. The same holds true if Sora is using a card and an enemy uses a higher valued card, they will "break" Sora's card, stopping his attack.
