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Map Cards

Red Cards- These cards affect the number, strength, and sometimes the type of heartless in a room.

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Tranquil Darkness
Room Size- Medium
Heartless- 5
Treasure Spots- Average
This is your basic room. You start out with this whenever you enter a new floor. As the game goes on, this card gets increasingly hard to get, the lower the level, the higher chance of getting this card.
 

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Teeming Darkness
Room Size- Large
Heartless- 8
Treasure Spots- Many
When you need Moogle Points or you need to level up, this is the best card to use. This kind of room increases your chance of getting a card at the end of a battle 2.5x.

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Feeble Darkness
Room Size- Small
Heartless- 5
Treasure Spots- Few to None
This room deducts two points from all heartless decks, so if your in a tough world this is the place to go.

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Almighty Darkness
Room Size- Medium
Heartless- 8
Treasure Spots- Average
In this room, the enemies have an extra two points added to their decks. This makes strong heartless stronger and weak heartless a little more challenging. Another good place to go to level up. Your chances of getting an enemy card after a battle go up by 2.5x in this room. 

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Sleeping Darkness
Room Size- Small
Heartless- 3
Treasure Spots- Few
This is the room you want to make if you don't want to battle. The heartless dont move, but are placed near the entrance and exit, so be careful, iif you touch one, you're going to have to fight.

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Looming Darkness
Room Size- Large
Heartless- 8
Treasure Spots- Many
In this room, the heartless are very aggresive. They will follow you until you leave. Chances of gettign a card at the end of a battle are increased 2.5x.

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Premium Room
Room Size- Medium
Heartless- 3
Treasure Spots- Average
In this room, you get a premium bonus after every battle.

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White Room
Room Size- Large
Heartless- 2
Treasure Spots- Many
This is the only room you will encounter White Mushrooms. White Mushrooms don't actually attack, instead they play a game with you. They mime the spell they want to see and if you cast the right one three times in a row, you'll get a prize. Shivering means a Fire spell, fanning means a Blizzard spell; and drooping means a thunder spell. If you get one spell wrong, the White Mushroom disappear. You get a premium prize along with HP prizes and experience. When you finish playing with all of the White Mushroom on battlefield, you get a map card (usually Calm Bounty) or perhaps the White Mushroom Card.

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Black Room
Room Size- Medium
Heartless- 2
Treasure Spots- Few to Average
Only Black Fungus are in this room. They can be kind of tough sometimes, so be careful. When you beat them, you get the normal experience, and either a Calm Bounty card or the Black Mushroom card.

Green Cards- These cards affect battle conditions.

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Martial Waking
Room Size- Medium
Heartless- 6
Treasure Spots- Average
This card boosts all of your attack cards by two points. I would recommend using this in the beginning only, because it also boosts your 0's to 2's.

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Sorcerous Waking
Room Size- Medium
Heartless- 6
Treasure Spots- Average
This card adds two points to all the magic cards in your deck.

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Alchemic Waking
Room Size- Medium
Heartless- 6
Treasure Spots- Average
All item cards in your deck get a two point boost.

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Meeting Ground
Room Size- Medium
Heartless- 6
Treasure Spots- Average
This card gives you a friend card at the start of every battle (this doesn't work in worlds where you're alone).

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Stagnant Space
Room Size- Large
Heartless- 5
Treasure Spots- Few to Average
This card creates a room thats very narrow, but heartless are easy to dodge, as they only move at half the normal speed.

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Strong Initiative
Room Size- Large
Heartless- 5
Treasure Spots- Many
When you initiate a battle in this room, your keybalde does extra damage. Which is good for a world that had tough heartless.

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Lasting Daze
Room Size- Large
Heartless- 5
Treasure Spots- Few to Average
If you initiate a battle in this room, the heartless enter the battle stunned.

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Calm Bounty
Room Size- Small
Heartless- None
Treasure Spots- Few
This opens a room with one treasure chest. When you open one in a new world, you will usually get a new card or sleight. In some worlds, the second one does this also. But after that, you get a random card.
 

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Guarded Trove
Room Size- Small
Heartless- 5
Treasure Spots- Few
This room is like tha Calm Bounty room, but heartless guard the chest.

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False Bounty
Room Size- Small
Heartless- 7
Treasure Spots- Few
This card opens a room with three chests. One has a card or slieght, the other contain heartless. The rules for the chests are the same as for the Calm Bounty card.

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Images (c)2004, Square-Enix