Now, Monstro has taken a brief respite from wandering the warp, so warp down to his location for a short Gummi Ship jaunt to the Atlantica area. This should be a lead-pipe cinch after knocking off Halloweentown.
Full video walkthrough for Atlantica found [here]
Thanks to Donald's magic, the crew is now transformed into forms suitable for underwater exploration. However, it takes a little doing to figure out how to move in the three-dimensional underwater realm, so pay attention to Sebastian's brief tutorial on swimming. It's easy enough -- just use the circle and square buttons to maneuver on the Z-axis, and use the analog stick to point the way as usual. The party gets some hands-on training in underwater combat, though, when the Heartless intrude. Luckily, the lock-on does a lot of work for you here.
Knock off all the Jellyfish and hit the big clam to let Sebastian and Flounder know everything's alright. Then, it's time to go rescue the palace. As Ariel directs, follow the yellow tridents on the wall. The first points the way to the Undersea Valley area, where the main title for this area plays. This is a big area, but again, just follow the tridents, which point around the right wall and then down to the entrance to the Calm Depths. Here, enter the running current, but be ready to bear to the right at a fork in the path, where a trident points the way to the next passage. Get past the Heartless in the whirlpool grotto and follow the trident across the way, into the Undersea Cave.
In the Undersea Cave, the tridents point up, so rise all the way to the top to enter the Undersea Gorge. Smash through the Heartless here to get to the small passage in the opposite wall (two tridents surround it, pointing from opposite directions) to enter Triton's Palace. In this huge area, swim all the way to the far side to enter Triton's Throne.
After receiving a long and boring lecture from King Triton, swim across the Palace to the Undersea Gorge area. Ariel points the way to her hidden Grotto, so swim down to the rock she points out and enter that hidden spot.
The Grotto is packed to the ceiling with items, including a Torn Page, so be sure to search from top to bottom, clearing all the chests. Once you're sure you have all the goods, leave the Grotto via the passageway on the bottom.
As expected, the Sea Witch has some sinister designs upon our heroes. Worry about her later, though. Go all the way back to the Atlantica area -- just follow the tridents backwards -- and beat up the Heartless in this area until you come upon a wandering dolphin. Grab hold of its fin when there are no bad guys around, and he'll carry the party against the current to an otherwise unreachable spot past the Calm Depths. Go through the passageway right ahead to enter the Sunken Ship.
Make your way inside the ship via the open hatch on its deck. Belowdecks, there's a treasure chest, as well as a giant shark trying to bash his way in -- he's all bark at this point, though, so ignore his attempts to bust through and open the chest, which contains a Crystal Trident. Clear that and the other chests in the hold, then go outside.
The exit you want is marked by a broken chunk of mast down on the bottom of this area -- it looks like a big cross. Go through that passageway back to a hidden corner of the Undersea Gorge. Whacking the glowing widget there triggers a waterspout, which launches the party back up near the entrance to Ariel's Grotto. Go inside the grotto and you see the resemblance in that niche on the wall there? Swim to it to place the Crystal Trident in the niche.
Uh-oh. Was that actually such a good idea? Triton seems pretty peeved, and he's abusing Ariel, anyway. Plenty of drama ensues in the next few cutscenes. Once they're all over, return the party back to the Triton's Palace area, and thence to Triton's Throne. Drama again, and the whole party is mixed up in it.
It's time to go all the way back to the Sunken Ship. Lots of backtracking in this area, yes? After the dolphin ride, enter the wreck area. Now, that shark is patrolling around, so KO him to keep him out of the party's hair. Then, swim to the opposite side of the wreck, and find a rock on the floor with a peculiar blue drawing on it. Sebastian opens the way to the Den of Tides.
Beat up on the Heartless in here and bear to the left, heading for the passageway that leads to the Tidal Abyss. Down that tunnel lies Ursula's Lair.
BOSS: Ursula, Flotsam, and Jetsam
As Triton warned back at the palace, the key is to target Ursula's cauldron with magic. While it was once assumed that you needed to hit the cauldron with certain magic corresponding to the color - it is now known that Ursula's cauldron color only related to what kind of spells will be created by Ursula. Instead of hitting it with different kinds of spells, you need only attack the cauldron with enough of any type of spell (like Fire, which uses the last amount of MP) to cause the cauldron to overflow with magic and explode.
Successful hits will stun Ursula, allowing you an opportunity to attack. Use Flotsam and Jetsam as punching-bags to build up more magic points (or just use Ethers). Defense isn't so important in this fight, since the eels don't have a lot of bite, but watch out for Ursula's attack when she spins around the area, flailing with her tentacles. This can deal massive damage. Afterward, the party gets the Mermaid Kick ability.
After Ursula and company bug out, head back to the Sunken Ship area. Now that the party can equip the Mermaid Kick ability, everyone can swim against heavy current, which makes getting around a lot easier. At the shipwreck, swim into the cave on the opposite side of the ship, which leads to the Calm Depths. Now, of course, it's not necessary to have the dolphin's help to get around in here, although the passages are still a little confusing. Swim to the head of the current and enter the passageway to the right, marked "???" Now it's time for the showdown.
Wow, she's big. This one can be rough, because Ursula has massive offensive attacks that are tough to avoid. Use the newfound Mermaid Kick ability to get around to the back of her head and attack from there, which puts Sora out of range of her elemental breath and nasty inhalation attacks. Aero magic also helps here, since it ups the party's defense, and make sure Sora has the Cure spell hotkeyed. Ursula is big, flashy, and dangerous, but a persistent, aggressive strategy can take her out soon enough.
Now, it's denouement time. Take the Trident back to Ariel's Grotto, where Sora locks the Atlantica Keyhole. Total schwag for this achievement: the Thundara spell, Ansem's Report 3, and the Crabclaw keychain.
Then, go to Triton's throne room and use the save point to leave -- it's hidden in the shell to the one side of his throne. One last Disney world to go.
Up Next: Neverland
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