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Released by Square Enix in 2010, Kingdom Hearts: Birth By Sleep is a prequel to the rest of the series, set 10 years before the events of the original game. You take control of one of three aspiring Keyblade Masters, Terra, Ventus, and Aqua as they are suddenly called upon to save assorted Disney worlds from a group of invading monsters called the Unversed and investigate the disappearance of renowned Keyblade Master Xehanort.

 

Best Terra scenario time on Easy difficulty: 1:15:07 by Morgan 'Fragmaster01' Gulick on 2012-02-25, done in 7 segments.

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Author's comments:

So, here's a Segmented run through Birth By Sleep, Terra's story. Watch as our hero bungles through Disney world after Disney world without paying the slightest bit of attention to the plot, saving the universe in record time!

Segment 1

The Orb fight was easily the best I've ever had. General consensus is that this fight will troll you no matter what. Not so much here: Allies were helpful, combos would move over to the next orb nearby, and the shotlocks didn't flail about.

 - - Land of Departure End

We need a Ventus D-Link prize in this fight. Just one, though, the finisher on the second isn't as useful on single targets. From there, we grab a Blizzard and a Zero Gravity while advancing the plot, but save equipping them for later.

 - - BOSS(Sewing Machine of Doom)

Our first example of why we want Ventus+1. It absolutely wrecks shop on single targets, provided we have higher STR than their DEF. Wheel Master does bounce around a bit, but is mostly cooperative.

 - - Enchanted Dominion End

We head back to the tutorial area for a Pulsing Crystal(for melding) and a Hi-Potion(for selling). Now that we have the slots for them, we equip Blizzard(Quick Blitz) and Zero Gravity(Empty).

 - - Land of Departure 2 End

Diamond Dust ruins early mobs quite nicely, and so we use it to mop up in the forced battles here. We grab a second Pulsing Crystal before the Escort fights, and a Strike Raid and Thunder afterwords. We meld Stun Edge + Zero Gravity + Pulsing for a Binding Strike(Combo Finish Boost), and equip it and Thunder.

 - - BOSS(Band Conductor)

More Ventus shenanigans. There's always that annoying bit at the start where the Lock-On wants to target the instruments instead of the actual Symphony Master. He dies anyway.

 - - Castle of Dreams End

Save here to manipulate a better Mirror fight and Radiant Garden Forced Fight next segment.

Segment 2

Here, we engage in some shenanigans to grab a Flame Salvo. Normally, we'd have to head out, grab a Fire, and come back, using it to activate the jump pad. Instead, we Sliding Dash across to a lower ledge, then Shotlock up off of a vase to reach the platform.

Buying spree! We get 1 each of Thunder, Aero, and Confuse, and now that we no longer need the Sliding Dash, it gets melded with a Quick Blitz and Pulsing Crystal into a Strike Raid(Combo Finish Boost).

The forced fight goes well enough.

 - - BOSS(Scary Face)

The Magic Mirror is a jerk. All his attacks are rather cinematic, and require us to deal with them first before being able to attack back. Worse, his hitbox makes it so Ventus whiffs attacks like none other. So, Critical Impact does the trick instead.

 - - Dwarf Woodlands End

We grab a Cure from the Tower, equip Treasure Trove, and head on through plot.

The forced battle here is awkward. We need the XP/AP from these bombs, which are unfortunately very easy to set off(which gets us nothing). At most, we can miss 1 bomb, which happens here due to a bad Critical Impact finisher. Aside from some Shadow trolling at the start, it goes well.

Quick shopping spree at Merlin's for 2 Thunders, and we get our first Thundara(Thunder Boost). Saving here for some manipulation next segment.

 - - Radiant Garden Save: 26 minutes

Segment 3

So, we need an Abounding Crystal. Using it in Command Melding grabs us the ever lovely XP Walk ability, giving us +1XP for every step we take. Sadly, it's a pretty rare drop from Mandrakes, and there's only 3 in our way.

First, a bit of sidetracking in the Fountain Court for our first Thunder Surge, as well as a Fleeting Crystal. From there, we grab Esuna and Blackout(for selling, at 300gp a pop), and our Abounding. We have to clear out the unversed before we can actually go into the menu and use it, but we can definitely use the XP(more on that next segment). Ventus is used to heal up, since we don't have Cure equipped until after going into the menu.

 - - BOSS(Piecemeal Armor)

Oh goodness. He's an absolute jerk. He telegraphs his attacks like none other, but there's nothing you can do about them once they start, and barring the central laser attack, they eat up a lot of time. Worst is his Spinning Top attack, where all three parts dance around the arena doing about 10 damage a hit. Not too bad... except that they juggle you, and hit you multiple times in a single dash, and generally we get murdered horribly by it. It's only cancelled by killing off one of the parts before it can activate. We manage that with about 5 seconds to spare in this video.

After the fight, we head on back to the save point, killing off enemies that give good XP/AP. The last Frost Mage is left alive, since we have Diamond Dust activated, which he resists.

We sell our Esuna/Blackout at the shop, and grab a Confuse. We're now done with shopping for quite a while.

 - - Radiant Garden Save: 33 minutes

Segment 4

It's farming time! We want to hit level 14 by the Olympus Coliseum fights. The original plan was to do the first fights of Deep Space to help us get there, but this way works out to be much faster. Optimal ending spot is just past level 12.

 - - BOSS(Retro Xigbar)

He can be a right jerk, though Ventus does alleviate some of the pain. Here he doesn't quite go down as expected, but a quick Flame Salvo finishes the job.

 - - Radiant Garden End

This, bar none, is the worst race I've had that still won(we have to come in 1st, or we get a game over. Disney Kart: Serious Business). That said, the difference between a good race and a bad one is rather miniscule, and the rest of the segment went exceptionally well. At the very least, it makes for a far more interesting race than normal.

 - - Disney Town End

Olympus introduces Buckle Bruisers, who block frontal attacks, and will happily spin around if you try to combo them from behind. Thankfully, our Flame Salvo has hit level 4, so we can spam it on the group of 3 at the end. Pewpewpew.

We save to manipulate good Coliseum fights.

 - - Olympus Coliseum Save: 43 minutes

Segment 5

So, the Olympus Coliseum fights. 10 fights, in a row, all timed. The time is only an issue on two of the fights, though: The 5 shoes(15 seconds, and they know Guard), and the Jellyshades(the game often doesn't spawn the last few very properly, requiring you to hunt them 1-2 at a time). Since we so wonderfully timed hitting level 14 before entering(I was trying to cut it close, but dang...), they go down easily.

We do a bit of command preparation before the boss. Upgrading to Confuse Strikes(for later melding), and equipping a second Thunder Surge.

 - - BOSS(Zack Attack)

Zack isn't hard, just prone to escaping your attacks. He goes down relatively easily, with a picture perfect(haha) finish. We don't get to use Ventus in this fight, because...

 - - BOSS(Hacky Zack)

And now the real fight. There's no way to interrupt Omnislash, but so long as you repeatedly dash once(and only once), it won't connect. I let the last bit hit, so I can be up in his face for the beatdown. In a perfect fight, he'd get knocked into the corner by Ventus, where he'd be stunlocked. Sadly, Braver landed behind me, ensuring that my Finisher knocked him away. Alas. He still goes down like a punk.

 - - Olympus Coliseum End

Deep Space is relatively short. A quick "boss" fight against some jellyshades, and a forced fight. In the old route, there was a Mine Square we'd grab, since it was on our way out to Olympus, but since we're doing Deep Space all in one go this time, it gets ignored.

 - - BOSS(Pikachu?)

This was almost the most beautiful of fights. He gets away with all of 15HP, forcing me to take out the turrets. Alas.

 - - Deep Space End

Neverland only requires 1 Forced Fight out of us at the beginning, but we want level 20 before Eraqus, so we do a little fighting along the way. We also grab a Firaga, for selling.

 - - BOSS(Pan Pizza)

Peter Pan is a joke of a boss, but very cathartic. His only claim to fame is being able to fly around. Sadly, we have shotlocks. Pewpewpew.

 - - BOSS(Jellyshades Once More)

More Joke Bosses. They do a lot of damage, but all die in one hit. It's an exercise in area of effect attacks, and keeping our Shotlock at home.

 - - World Map Save: 66 minutes

Segment 6

- - BOSS(Mark Hamill)

Yep, the whole segment gets devoted to the Eraqus fight. This being a speedrun, we'd like to be as quick and aggressive as possible. This is Not how you're supposed to play this fight. Eraqus counters. Eraqus blocks. Eraqus' Summoned Swords and Limit do ridiculous damage if you're in melee range.

...unfortunately for Eraqus, we can just reload until we get a fight where that doesn't stop us. So sad.

We end up 3gp short of the Curaga at the final save, but it's more of a luxury than a requirement. Cura fills its place instead.

 - - Final Save: 70 minutes

Segment 7

- - BOSS(NotSora)

Vanitas is the optimal target here. Less health, starts closer to you. Battle ends when he drops to half health.

 - - BOSS(Leonard Nimoy)

He likes to teleport away, but you generally have good odds at keeping him from doing it that much.

 - - BOSS(You Have Lawn!)

Oh goodness. Terranort is a giant butt normally, and we're underlevelled and lacking in abilities. He dashes around your Thunder Surges, Ars Solum can't be broken out of(save for a lucky command gauge fill), Curaga heals him, Meteor hurts like a truck(and he can't be meleed while it's being done)...

Our main priority is to drop him from 600 to 300 HP as fast as possible. Once he's past that, he eschews Meteor in favor of Comet and Ultima Cannon, both of which are much faster and less dangerous. Also, he heavily favors Dark Impulse during the final phases of the fight, which we can Thunder Surge during.

Not Shown: Gobs of attempts that ended in teary, teary failure.

 - - Final Time: 1:15:07

Acknowledgments

Essentia, for running BBS at Summer Games done Quick. An inspiration to us all!

Elren, for critique and help with the route.

SDA, for being a wonderful community to speedrun in!

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