In Chain of Memories, everything in controlled by cards, from the battle to the exploration. This can make the game super simple or it can make it an absolute slog to to through and continue to get what you need! Each color card does something a little different to the room and each card has a slightly different approach to how the room is set up. Here’s the quick of what each type of room does!
Red – Variable on Heartless
Red cards change more drastically on the Heartless then any other component. They may be any size, but these are the cards that can make your enemies weaker or stronger, asleep or alert and hunting you.
- Tranquil Darkesss / Medium Size – Standard room, no change in stats or cards
- Teeming Darkness / Large Size – Many more Heartless, both spawnable and in open world. Great card for farming enemy cards!
- Feeble Darkness / Medium Size – A room where the Heartless will have cards with a -2 debuff, good for areas where the enemy cards are a little too powerful for your deck.
- Almighty Darkness / Medium Room – A room where the Heartless will have cards with a +2 buff. I honestly never used this room if I could avoid it, but it’s a great card for farming enemy cards.
- Sleeping Darkness / Small Size – A teeny room where all the Heartless are already spawned and they spawn asleep. Easy to get preemptive strikes and even if you run into them they will start asleep in battle.
- Looming Darkness / Large Size – A room where once you get close enough to the Heartless, they will chase you relentlessly. Great room for farming for enemy cards!
- Premium Room / Medium Size – A room where you have a much higher chance of getting Premium Bonus at the end of battle. Much harder to get enemy cards in this room!
- White Room / Large Size – A room where only White Mushroom appear
- Black Room / Small Size – A Room where only Black Fungi appear
- Bottomless Darkness / Large Size – A room where all you can see are the doors and darkness. Heartless that can hide in the darkness easy, like Shadows, appear in groves here!
- Roulette Room / Large Size – A room where at the end of the battle you can obtain Roulette Bonuses. This is a great room for getting more room cards that you need!
Green – Variable on Self (Mostly)
- Marital Waking / Medium Size – A room where your physical attacks are stronger. All Keyblade cards are +2 in strength.
- Sorceries Waking / Medium Size – A room where your magical attacks are stronger. All Magic and Summon cards are +2 in strength
- Alchemical Waking / Medium Size – A room where all your item cards are stronger. All item cards are +2 in strength
- Meeting Ground / Medium Size – A room where the battle starts with a friend card at the start. This only works if you have friends with you. I found I used this a lot in Agrabah for farming CP!
- Stagnant Space / Medium Size – A room where enemies move slowly, this room is great for getting the timing down for preemptive strikes
- Strong Initiative / Large Size – A room where if you land a preemptive strike, your first wave of enemies are damaged far more. If you hit them, the Heartless will start with 20% health. If you cause an explosion on them with an item, they start with 10% health!
- Lasting Daze / Large Size – A room where a first strike affects every wave of Heartless, not just wave one.
Blue – Game Mechanic based rooms
- Calm Bounty / Small Size – A room with a singular chest. No Heartless appear here
- Guarded Trove / Small Size – A room with a singular chest guarded by Heartless. Typically the Heartless guarding is considered a “strong” enemy for this world.
- False Bounty / Small Size – A room with three chests, but two contain Heartless. If you open a Heartless chest, you can still get the correct chest after a battle.
- Moment’s Reprieve / Small Size – A room for saving your game. No Heartless appear here.
- Mingling Worlds / Any Size – A room where anything can happen. This card blends other cards together and you never quite know what you will get. Many times it will blur the boundaries between the worlds as well and you will find aspects of other worlds that you wouldn’t normally.
- Moogle Room / Small Size – A room with a Moogle for the purchase of card packs and the ability to sell unneeded cards.
Random Joker
A Random Joker card is a handy little ace in your back pocket. This card acts as an instant fulfillment to any normal card requirements, the exception is the Gold Cards. Some doors need to have 99 of a red card, instead of using 10-20 cards to fulfill one door, you can use a Random Joker to pass through.
If used alone, it will pick a room at complete random. This could mean you get a room you haven’t obtained a card for or you could get a room you’re not prepared for. It can be a fun little spice to this very grindy game, but be prepared to back out if you find something you can’t handle!
Gold – Story based (Mostly)
Gold Cards are mainly going to be given in story events. Key of Beginnings, Key of Guidance, and Key to Truth are all story based and are unavoidable.
There is one gold card that can drop at anytime, though I’ve found much higher drop rates once you get your second batch of world cards. That card is the Key to Rewards. This item is the key item to get into the Room of Rewards, which unlocks rare cards and powerful attack combinations. You can always go back to previous worlds to get into the Room of Rewards, so never feel like you are trapped in a world until you get it!