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Kingdom Hearts / Basics

Kingdom Hearts beginner guide: sword, shield or staff and battle basics

Start Kingdom Hearts well: what the sword, shield and staff choice does, how abilities and AP work, and how to set up Donald and Goofy.

Edition covered

Original 2002 PlayStation 2 release (North America and Europe). Kingdom Hearts Final Mix and the HD 1.5 ReMIX collection add content and are outside this guide; world screenshots that appear to come from the HD release are labelled.

Sword, shield or staff

The Kingdom Key Keyblade render from Kingdom Hearts.
The Kingdom Key Keyblade render from Kingdom Hearts.

The sword (Power) favours strength, the shield (Guardian) defence and the staff (Mystic) magic. Your chosen item and the one you give up also set how early or late Sora learns abilities and how his stats grow.

Abilities and AP

Sora and his partners learn abilities on level-up. Equip them with AP from the Abilities menu; abilities such as Dodge Roll, Scan and Guard are worth equipping early.

Partner settings

In the Customize menu, set how often Donald and Goofy use magic and items. Lowering Donald's use of MP-heavy spells keeps Cure available when you need it.

Save points and moogles

Traverse Town; widescreen capture hosted on kingdomhearts.fandom.com; its 16:9 framing suggests the HD 1.5 ReMIX release rather than the 2002 PS2 original.
Traverse Town; widescreen capture hosted on kingdomhearts.fandom.com; its 16:9 framing suggests the HD 1.5 ReMIX release rather than the 2002 PS2 original.

Save points also restore HP and MP, and green save points let you board the Gummi Ship. Moogles in Traverse Town synthesise items and Keyblades from materials.

FIELD NOTE

Equip Scan early: seeing boss health bars makes it much easier to judge when to heal.

Picture details

Game artwork belongs to its respective rights holders.

References