Up, Up, and Away
After the initial scene you receive the Key of Beginnings and learn the ability Glide . The enemies on this floor can hit a bit hard. Stack a deck with lots of high level cards so you’re constantly breaking the enemy. Head out to the Room of Beginnings to acquire the Key of Guidance and have Peter Pan join as a Friend. In the Room of Guidance Peter Pan will leave and you’ll get the Key of Truth . Head to the top of the map and enter the Room to Truth where you’ll find Captain Hook.
BOSS - Captain Hook
Captain Hook has two sleights that you need to be aware of in order to win. The first is Barrel Blast where Captain Hook moves to one end and tosses six barrels onto the deck. These are easy to avoid, let them roll back to Captain Hook for an easy stun. This sleight is also great for reloading your deck since it takes a long time and is predictable. The Combo & Present sleight just requires you to back up and avoid the presents that Hook tosses. All-in-all, keep your distance and counter to beat Captain Hook who isn’t all that difficult. He’ll drop Hook Enemy Card .
After the battle make sure you save once again before heading to the Exit Hall. You also receive the Tinker Bell summon card.
BOSS - Riku
Riku is quite a bit tougher this time around. His normal jump slash splits into energy that forks out, and he uses the Helm Split sleight. The third attack of the sleight is the one that hurts because it does 5 hits of damage and can stun you like his normal attacks. Keep a 0 card ready to break the sleight, and use your Jafar Enemy Card to get off an amount of combos early to really drain his health. Bring plenty of Cure so you can heal up, and utilize Glide to avoid his attacks. If you are having trouble then resort to using Sonic Blade, it really is a strong sleight.
After the battle you learn the Magnet Spiral sleight. Head up to the next world when you’re set.