Skip to content
Part 106
Kingdom Hearts 1.5 + 2.5 ReMIX

Part 106

Master 'Part 106' in Kingdom Hearts 1.5 + 2.5 ReMIX! This guide breaks down Finish Commands, Event Bonuses, and crucial stats to help you conquer every challenge.

By ···10 min read·Multi-source verified
1 reading this guide  

Master 'Part 106' in Kingdom Hearts 1.5 + 2.5 ReMIX! This guide breaks down Finish Commands, Event Bonuses, and crucial stats to help you conquer every challenge.

Alright, let's dive into Part 106 of our Kingdom Hearts 1.5 + 2.5 ReMIX journey! This section is all about understanding those crucial Finish Commands and the Event Bonuses you can snag throughout the game. It might seem like a lot of numbers at first, but trust me, knowing these can make a huge difference in your progression and how you approach certain challenges.

Think of Finish Commands as special moves that unlock as you progress. They have a 'Level' associated with them, and each level corresponds to a specific command that leads to something new or improves your abilities. For example, Level 1's 'Finish' command unlocks 'Heat Slash,' 'Air Flair 1,' and 'Gold Rush,' which are essential for Ventus's starting abilities. Then, using 'Heat Slash' eight times triggers the 'Firestorm Command' – see how it all builds on itself?

The table below details these Finish Commands, showing you what each level unlocks and what it leads to. Pay close attention to the 'Unlock' column, as it often tells you the condition needed to get that command, like using a previous one a certain number of times.

LEVELFINISH COMMANDLEADS TOUNLOCK
1FinishHeat Slash
Air Flair 1
Gold Rush
Ventus' start finish command
2Heat SlashNoneTrigger the Firestorm Command
Style eight times.

Beyond the commands themselves, you'll also want to keep an eye on the Event Bonuses. These are special rewards you get for completing specific tasks in various worlds. They can give you a boost to your HP or even grant you a new Deck command, which is super handy for customizing your playstyle.

For instance, in the Land of Departure, defeating the Orbs of Light nets you +5 HP. Or, if you're in the Dwarf Woodlands and manage to escort Snow White, that's another +5 HP for you. Some events, like defeating the Mad Treant in Dwarf Woodlands or clearing the second training exercise in Olympus Coliseum, give you a +1 Deck command instead of HP. These might seem small, but stacking them up over your adventure can really make a difference, especially when you're facing tough bosses or challenging arenas.

The table below lists out these bonuses. It's a great reference to see which worlds offer what kind of reward, so you can prioritize certain events if you're looking for a specific boost.

LOCATIONEVENTHPDeck
Land of DepartureDefeat the Orbs of Light+5-
Dwarf WoodlandsEscort Snow White+5-
Dwarf WoodlandsDefeat the Mad Treant-+1
Enchanted DominionDefeat Maleficent+5-
BadlandsDefeat Vanitas+5+1
Radiant GardenDefeat the Trinity Armor+10-
Olympus ColiseumClear the first training exercise+5-
Olympus ColiseumClear the second training exercise-+1
Deep SpaceDefeat the Metamorphosis+10+1
NeverlandDefeat Captain Hook-+1
Keyblade GraveyardDefeat Vanitas+10-
Mirage ArenaClear Arena Mode "Dead Ringer"+5-
Mirage ArenaClear Arena Mode "A Time to Chill"+10-

Finally, there's a large table of what looks like stats, possibly for enemies or abilities, with columns for numbers like 8, 11, 1872, 62, 32, 32, 33, and 476237, and similar sets of numbers following. While the exact context of these numbers isn't fully detailed in this snippet, they likely represent various stats such as attack power, defense, HP, or perhaps experience points gained. Keep an eye on these as you progress, as they can give you a good idea of enemy strength or the value of certain items or abilities.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content