Following their announcement that their desire is to capture Minnie, Sora is promptly knocked off balance, and inevitably falls backwards off of the carriage. Once victorious, Sora turns around, only to be confronted Beagle Boys, who have somehow managed to climb onto the carriage. Soon enough though, a Tyranto Rex Nightmare arrives from behind and knocks the musketeers off the carriage, forcing Sora to deal with it himself. Returning to the story at hand, the four are seen guarding the transport of Princess Minnie in a carriage. The three then chant their motto, while Pete revels in their ignorance. Pete also announces that someone "has it out" for the princess, though no hint is left as to who this.somebody might be. The purpose of this mission is to act as bodyguards to Princess Minnie. The story then turns to an event of the past, where Captain Pete address the three, pronouncing them as 'Royal Musketeers', where he also lays upon them their inaugural mission. Before they leave, Sora is taught the Musketeer motto, "All for one, and one for all!" which they then all happily chant. The trio then begin to depart, with Mickey announcing that they need to go to protect the princess, though Sora soon causes them to stop in their tracks, convincing the group to allow him to travel with them. Upon realising that there are currently no enemies in the vicinity, Mickey introduces Sora to Donald and Goofy, who do the same in return, before the four give a pledge of friendship to each other. At the conclusion of the fight, Mickey expresses his gratitude to Sora for his aid, before the reappearance of Donald and Goofy, both chasing after invisible foes across expanse of the courtyard. Immediately responding to the impending threat, Sora introduces himself to Mickey, following which he confronts the Dream Eaters in battle, leaving Mickey to stare after him. Sora muses aloud further, before he is suddenly interrupted in his thoughts by the arrival of more Nightmares of the same kind. He begins to explain what his weapon is, but Mickey stops him, whispering to him that he knows that Sora is from another world, whereupon Mickey confides that he is ".working on a problem", and that he is in that particular world acting as a Musketeer. Sora tries to ask where he is, but Mickey seemingly evades the question, deciding instead to ask where Sora might have obtained his Keyblade from. Mickey then approaches, questioning him as to whether something is the matter. However, it still leaves him confused as to what the world is, and since it is not Disney Castle, is it a world they visited or came from before? Mickey's confused reactions make Sora realize that the trio are products of this particular world's dream. Seeing Mickey having trouble with the Dream Eater, Sora intervenes, wondering what Mickey is doing in that particular world, also referring to his friend as 'King Mickey', a title that of then has not yet been gained. The story begins with Mickey, Donald and Goofy facing down a Ducky Goose, the latter two showing that they are scared in the face of an enemy, before each dashing off in opposite directions, leaving Mickey alone to deal with the Nightmare. History Kingdom Hearts 3D: Dream Drop Distance Sora's Side #Xdream drop distance treasure locations full#The Green Room is filled with full coat racks, boxes and other brick-brack this is where the actors would spend their time before and after performances. Using the central exit, the Green Room will be found. Past this is the Machine Room, which houses tons of gadgets and ropes for Flowmotion use to gain access to the higher levels. The Stage leads to Back Stage, which filled with tons of props for the operas performed, along with the device for operating the maintenance platform. Inside the lobby, there are two entrances, one leads to the Stage while the other leads to Machine Room. The building itself is large, with the main doors leading to the Grand Lobby. The Opera has a small lawn decorated with lamps, plants and fences. #Xdream drop distance treasure locations windows#The Tower Path is a small, curvy path leading to a bridge, and then the Tower itself inside is a spiraling staircase that leads to a top floor, which houses another short staircase that leads to the very top floor, which has windows on opposite sides of the room. All the way at the end of the Dungeon's path is a latch leading down to the Cell, where prisoners will drown if they are anchored close to the floor. A set of stairs leads up to the entrance to the Dungeon, which is full of prison cells and leaks. The boat leads to Mont Saint-Michel, which houses a small town. Looking out to the sky, lightning can be seen flickering. The Shore is a long, curving path that leads to a dock with a single boat available. The Training Yard is the large, empty area where the musketeers train.
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