Map Cards appear in Kingdom Hearts: Chain of Memories and Kingdom Hearts Re:Chain of Memories as a type of card which allows Sora and Riku to bring form to Castle Oblivion's White Rooms through Room Synthesis. Like playing cards, they are randomly numbered 1-9 or 0, but these numbers are used against the castle's doors, rather than enemies. When Room Synthesis is activated, a set of card outlines will appear on the screen with various colors, numbers, and symbols. These represent the criterion for opening the door and creating a room. If an outline has a specific color, it can only be opened with a Map Card of the same color. If the outline has a number with a symbol on it, specifically ↑, ↓, or =, it can only be opened with a Map Card that has a higher, lower, or equal number on it, although Map Cards with "0" on them can satisfy a ↑ or ↓ requirement. The criterion can also contain a number by itself, which must be satisfied by applying multiple Map Cards whose point sum is equal to or greater than the listed number. The unique "Random Joker" is able to satisfy any set of requirements, except for a keycard requirement.
Map Cards are divided into red "Enemy Map Cards", which modify the behavior of the Heartless within the room, green "Status Map Cards", which modify the status of Sora and his friends, blue "Bounty Map Cards", which provide treasure chests, shops, or save points, and golden "Keycards", which progress the story or provide a chest with a unique "Bonus". In Kingdom Hearts Re:Chain of Memories, these types are signified with an "R", "G", "B", and "!", respectively.
List of Map CardsEdit
Enemy Map CardsEdit
|Tranquil Darkness||★||★★||A room where only a few Heartless appear.|
|Teeming Darkness||★★★||★★★||A room where many Heartless appear. Enemies often drop enemy cards in this room.|
|Feeble Darkness||★||★★||A room where Heartless with weak cards appear.|
|Almighty Darkness||★★||★★||A room where Heartless with strong cards appear. Enemies often drop enemy cards in this room.|
|Sleeping Darkness||★||★||A room where Heartless are drowsy and easy to ambush.|
|Looming Darkness||★★||★★★||A room where Heartless attack relentlessly. Enemies often drop enemy cards in this room.|
|Premium Room[SS]||★★||★★||A room where victory often leads to Premium Bonuses.|
|White Room[SS]||★||★★★||A room where only White Mushrooms appear. What happens when you defeat White Mushrooms?|
|Black Room||★||★||A room where only Black Fungi appear. What happens when you defeat Black Fungi?|
|Bottomless Darkness[Re:CoM]||★★★||★★★||A pitch-dark room where many Heartless appear.|
|Roulette Room[Re:CoM]||★★||★★★||A room where victory often leads to Roulette Bonuses.|
Status Map CardsEdit
|Martial Waking||★★||★★||A room where attack cards are more effective.|
|Sorcerous Waking[SS]||★★||★★||A room where magic cards are more effective.|
|Alchemic Waking[SS]||★||★★||A room where item cards are more effective.|
|Meeting Ground||★★||★★||A room where a friend card appears at the beginning of all battles (if your friends are with you).|
|Stagnant Space||★||★★||A room where the Heartless move slowly.|
|Strong Initiative||★★||★★★||A room where striking first in the field does additional damage to Heartless.|
|Lasting Daze||★★||★★★||A room where striking first in the field stuns all Heartless that join the battle.|
Bounty Map CardsEdit
|Calm Bounty[SS]||★||A room containing treasure. No Heartless.|
|Guarded Trove[SS]||★★||★||A room where treasure is guarded by Heartless.|
|False Bounty[SS]||★||★||A room where only one treasure chest is real. Opening a fake chest leads to a battle with Heartless.|
|Moment's Reprieve||★||A room where you can save your progress. No Heartless.|
|Mingling Worlds||???||???||A room where anything could happen.|
|Moogle Room[SS]||★||A room where you can trade cards at the Moogle Shop.|
|Random Joker[Re:CoM]||???||???||A card that will meet any criteria except for key cards. The room is randomly synthesized.|
The Unknown Room is a small room similar to a Tranquil Darkness. Any room that is created automatically is treated as an Unknown Room. For example, the first room in every world is an Unknown Room, and upon entry, there is usually a short cutscene introducing the world, and the hero is usually given a Key of Beginnings keycard. Furthermore, because each key room, such as the Room of Beginnings, deposits the hero in a specific room after the scene finishes, it is possible to be deposited in a room that the hero has not already opened, creating an Unknown Room. Finally, the room immediately before the battle with Marluxia, containing a Save Point, is an Unknown Room.
Room of BeginningsEdit
The Room of Beginnings is the first story room that can be accessed in a world, and it is usually used to introduce the main characters of that world, though it can also contain an event or even boss battle. After the room's completion, it is sealed, and the hero is usually given a Key of Guidance keycard. Its card is emblazoned with the Keyblade symbol on a blue background.
Room of GuidanceEdit
The Room of Guidance is the second story room that can be accessed in a world, and it is used to set up the climax of the world's story and lead into the final battle. After the room's completion, it is sealed, and the hero is given a Key to Truth keycard. Its card is emblazoned with the Heart symbol on a blue background.
Room of TruthEdit
The Room of Truth is the final story room that can be accessed in a world, and it contains the battle against the world's main villain. After the room's completion, it is sealed, and the hero is transported to the world's exit, a Conqueror's Respite room. Its card is emblazoned with the Heartless emblem on a blue background.
Room of RewardsEdit
The Room of Rewards in each world contains a treasure chest with a specific card or sleight the first time it is opened. In Kingdom Hearts: Chain of Memories, each world contains only the first set of Bonuses. In Kingdom Hearts Re:Chain of Memories, a Room of Rewards starts off with a reward from Set 1, and if you have completed "Sora's Story" and Kingdom Hearts II save files, it will also contain a second treasure chest with a reward from Set 2. If you have a completed "Reverse/Rebirth" save file, or for the Japanese version, a completed Kingdom Hearts II Final Mix save file, the Room of Rewards will contain both sets of treasure chests during the first play-through of Sora's Story. Once both treasure chests have been emptied, the Room of Rewards for that world is no longer accessible, but if only one chest is emptied, the other will function as a Bounty chest until both unique treasures are obtained. You can only carry one Key to Rewards card at a time.
|World||Set 1||Set 2|
|Agrabah|| Blazing Donald[KHCoM]|
|Castle Oblivion||Super Glide[Re:CoM]||Star Seeker|
|Destiny Islands||Megalixir||Photon Debugger|
|Halloween Town|| Gravity Raid[KHCoM]|
|Bond of Flame|
|Never Land||Thunder Raid||Follow the Wind|
|Olympus Coliseum||Metal Chocobo||Monochrome|
|Twilight Town|| Warp[KHCoM]|
|Wonderland|| Stop Raid[KHCoM]|
The Conqueror's Respite is a tall room that is only accessible after completing the "Room of Truth". It contains a Save Point and the world's exit on its highest platform, and usually has a tall ladder from the entrance to the highest platform. There are never any Heartless in this room. In Sora's Story, Sora is directly transported to the room after completing the Room of Truth, but in Reverse/Rebirth, Riku is merely put back in the room he was just in, and he must make his way to the exit on his own. After the first time through a world, the Conqueror's Respite is only accessible if the level is entered through it, like the Unknown Room.
Notes and referencesEdit
- ↑ In Castle Oblivion, Riku is given the Key to Truth keycard instead.
- ↑ In Castle Oblivion, Sora is given the Key to Truth keycard instead.
- ↑ In Destiny Islands in Kingdom Hearts Re:Chain of Memories, Riku's Room of Truth contains two boss battles, and he can choose to leave the room and save between them.