Episodes are a series of missions found in all of the worlds where the player must participate in various activities and accomplish many tasks. During quests (combat-related episodes) (which are the majority), the player completes tasks, fends off enemies using wands, and gathers items. Though most episodes involve going on adventures and fighting off enemies, in some worlds like the hundred Acre Wood and Snow White's World, episodes have to do with interacting with characters and other things instead of fighting. There are also episodes that involve the player playing mini games such as dancing and mining. There are also several worlds with a good mix of combat episodes, and other episodes. For example, most episodes in Lilo & Stitch's world have to do with fighting and combat, but a lot of them are focused around other activities like hula dancing, going to the spa, and doing other things instead. Some episodes will result with players earning guaranteed rewards for clearing the episode. Many dancing episodes also result in players earning prizes for how well they did during the dance. Something most episodes have in common is the fact that there is an objective of each episode.
In Disney Magical World 1, in Castleton, the episodes are a bit different. Instead of there being a menu of episodes for that world, there are unlimited quests where the player is transported to the Magic Dungeon (a mysterious quest area where the enemies change every time). The format of every magic dungeon quest is the same. In Disney Magical World 2, in the dungeon, there is now a menu of episodes like in every other world. However, the enemies still change every time in the dungeon.
There are many different enemies that you can find during episodes, each ghosts with different attack patterns.
Players can collect items in many different ways during Quest episodes (see below) but items can still be found in episodes that are not related to combat. Some episodes may not be quest episodes but they involve the player fishing or gathering. Some episodes will result with players earning guaranteed rewards for clearing the episode. Some dancing episodes will result in players earning prizes for how well they did during the dance.
Types of episodes[]
Episodes come in all forms but there are a few types of episodes that continue to show up. (View the comments to see why this change was made)
Quests/Quest episodes[]
Quests are episodes where upon entering, the player is transported to a quest area where the player must explore the area and fight off ghosts in order to proceed further into the quest. In Disney Magical World 2, these quests are split into stages.
In certain quest episodes, there are specific items that must be collected in order to finish them. They act as a MacGuffin of sorts, meaning that they must be collected in order to advance with the game's progress. In these episodes, it doesn't matter whether you defeat all the enemies or not (though in some cases, enemies must be defeated to progress to the next area, so it might matter). Instead, the episode ends once you have collected all the listed item(s). These MacGuffin quests can rightfully be referred to as "fetch quests".
Mini game episodes[]
These episodes are episodes where the player plays a mini game in to complete the episode. The player must do a sufficient job in order to clear the episode. The first type of mini game episodes are dancing episodes where the player must play the game to the rhythm of the music and possibly earn prizes. It is the same for mining where the player must rhythmically mine gems which they can trade at the Shop of Wonder. Mining and dancing are the only rhythmic mini game activities, but there is also surfing, which is a mini game where the player must surf over the waves in the ocean.
Other episodes[]
There are other episodes that are focused around other activities. They range from taking a tour around a town, all the way to getting massages at the spa and playing hide and seek with characters. There is a countless amount of different activities that can be done during episodes. Some of these episodes result in the player earning rewards for completing them.
Stickers[]
There are 12 happy stickers that players can earn by completing specific "Episodes" goals.
Stickers | How to Get |
---|---|
1st Ghost: Complete 3 Episodes | Clear 3 Episodes! |
2nd Ghost: Complete 5 Episodes | Clear 5 Episodes! |
3rd Ghost: Complete 10 Episodes | Clear 10 Episodes! |
4th Ghost: Complete 15 Episodes | Clear 15 Episodes! |
5th Ghost: Complete 20 Episodes | Clear 20 Episodes! |
1st chest: Complete 30 Episodes | Clear 30 Episodes! |
2nd chest:Complete 40 Episodes | Clear 40 Episodes! |
3rd chest: Complete 50 Episodes | Clear 50 Episodes! |
Magic Stone: Complete Bonus Episode | Clear the bonus episodes of three worlds |
Queen Pokey: Defeat Queen Pokey | Beat the final boss ghost in Cinderella's World |
Coalem: Defeat Coalem | Beat the final ghost in Aladdin's World |
Guiltea: Defeat Guiltea | Beat the final ghost in Alice's World |
Lists of episodes in:[]
Cinderella's World[]
- Get the Little Box Back!
- No Ball?!
- Dreamy New Dress
- The Proper Outfit for a Ball
- Where Are All the Pumpkins?
- To the First Ball
- To the Christmas Ball (DLC)
- Plea of the Birds
- Dreaming of the Ball
- Moonlight Ball Preparations
- To the Moonlight Ball (3 versions with 1, 2, and 3 star difficulties)
- Plea of the Squirrels
- Masked Ball Preparations
- To the Masked Ball (3 versions with 1, 2, and 3 star difficulties)
- For Cinderella
- To the Royal Ball (3 versions with 1, 2, and 3 star difficulties)
- Precious Book
- The Girl's Lovely Shoes (Bonus Episode)
Hundred Acre Wood[]
Episodes (DMW1)[]
- Grow Plants in the Field!
- Cultivate Some Honey!
- Unusual Honey
- Take Good Care of Tools!
- Introducing Mr. Honeypot
- Let's Build a Bridge!
- Keep Our Forest Clean
- Let's Play Hide-and-Seek!
- Eeyore's Favorite Food
- Refreshing Hide-and-Seek?!
- Owl's Lecture?
- A Frightening Shadow
- Tigger's Grand Stage!
- Grow Owl's Seed!
- Find Eeyore's Tail
- Secret of the Sparkle Seed
- Everyone's Precious Things
- Pooh's Come Unstitched
Episodes (DMW2)[]
- An Honest Day's Work
- Hunny Harvest
- Hop Do You Do?
- Sweet Spot for a Hunny Party
- Pooh's Problems!
- Reaching New Heights
- Special Hunny Bunny
- Piglety Teapot
- Thistle Do
- No Party Like a Hunny Party
- Carving Cookies
- The Rarer the Better
- Where Did Roo Go?
- Swimming in Hunny
- A Pretty Sweet Party
- Kanga Crochet
- Eeyore's House
- Hide and Go Seek
Alice's World[]
Episodes (DMW1)[]
Forest[]
- Chase the White Rabbit!
- Springtime Forest Egg Hunt! (DLC)
- Tea Partying
- Stubborn Doorknob
- Find the Royal Roses: Part I
- Find the Jam Ingredients!
- Everyone's Precious Things
- Find the Hat Materials
Royal Garden[]
- Find the Royal Roses: Part II
- Ruined Rose Garden
- The Teapot Disaster
- More Rose Garden Ghosts!
- To the Queen!
- Special Unbirthday Tea (Bonus Episode)
Episodes (DMW2)[]
- Bring Back Red!
- Yes, Your Majesty!
- Funny Flamingo Mallet
- Royal Trials and Tribulations
- Trumpety Ditty
- Closing the Doors
- A Fake, I Say!
- Treasure Teapot
- Only Rare Tea Will Do!
- Hatter Up!
- Bring Me a Witness!
- Find the Fake!
- A Curious Teapot
- That's One Tough Cookie!
Aladdin's World[]
- Desert Journey Preparations
- Stolen Treasure
- Jasmine's Sweet Smell
- The Merchant's New Wares
- Ancient Manuscript of Beauty
- Find the Lamp!
- Delicious and Nutritious!
- Get the Lamp Back!
- Who's the Ultimate Fisher?
- Catch the Thieves!
- For a Famished Father
- Help from Genie
- Genie's on a Rampage?! (Bonus Episode)
Jack's World[]
- Testing Your Pirate Mettle
- Jack Sparrow's Deal
- A Wooden Treasure?
- Legendary Stone Tables
- Jack Sparrow in Lockup
- Secure a Big Ship!
- The Last Stone Tablet
- Starving Pirates Can't Wait
- What Was Stolen?
- Legendary Pirate's Treasure
- Save Jack Sparrow!
- Get the Pirate Flag Back!
- Lucky Treasure Map Discovery
- Defeat the Scabrous Ghosts
Magic Dungeon (Disney Magical World 2)[]
NOTE: In Disney Magical World, there is no set list of episodes. These episodes are only in the sequel.
- Chip and Dale Need a Thing!
- Goofy's Missing Keys
- The King's Magic Cauldron
- Minnie's Missing Dish
- Mickey's Request
Elsa's World[]
Lilo & Stitch's World[]
Ariel's World[]
Snow White's World[]
Preparation[]
To start an episode in most worlds, the player must click on an episode board which will bring up a menu of episodes where the player will select which episode they want to play. As you get more Happy Stickers and complete more episodes, more episodes become available. Each episode board will have a different set of episodes themed to the world they are in.
Players can scroll through the menu of episodes and view the details of the episodes. If an episode has a sticker logo next to it with a number in it, that means that the player needs to have achieved that many stickers to be able to enter the episode. If the episode has a key icon next to it, that means that if the player completes the episode, they will unlock something in that world (for example, there is an episode in Cinderella's World that if the player clears it, the player unlocks the ability to visit Cinderella's Castle). If the player completes an episode, the next time the player views the list of episodes, the episode that they completed with be marked will the world "cleared" to show that the player cleared the episode.
While scrolling through a menu of episodes, before selecting an episode, the player can preview the details of all of the unlocked episodes on that episode board. Note that the player can not view the details of episodes that they still do not have enough stickers to unlock. Anyways, these details include a brief description of the episode's scenario and the objective of the episode. In Disney Magical World, the player must press Y to view the collectable items/prizes/rewards in that episode. If the episode that the player is previewing is one where they earn a guaranteed reward at the end, the rewards and their rarities will be listed in the details if the player presses Y. If the player presses Y while previewing a quest episode, they can view which items they can possibly collect in that quest, and the items' rarities (the rarities influence how likely each item is to show up on that quest). If the player presses Y while previewing a dance episode, they can view the possible prizes that they can earn for doing well, and they can view each prize's rarity. In Disney Magical World 2, all of those item details can be viewed without pressing Y. In both games, while the player views those item details, if any of the materials listed/shown are in the player's recipes/materials log, one of the three recipe icons will appear next to the item's listing. A crucial detail that a player can view before a quest episode is the enemy strength (how strong the enemies in that quest are). In Disney Magical World, the rank of the enemy strength is fractionally represented with 1to 5 shaded stars while in Disney Magical World 2, it is represented with 1 to 3 shaded ghost icons. However, for dancing episodes in Disney Magical World 1, the dance's difficulty is marked with 1 to 3 shaded stars and in Disney Magical World 2, it is represented with a word such as "easy", "medium" or "difficult". Another detail that is shown while previewing quest episodes is a note stating whether there is a fishin' hole in the quest. In Disney Magical World, this note is represented by the words "fishin' hole:" after the colon being either the word "yes" or "no". In Disney Magical World 2, this note is represented by an icon of a fishing rod and if there is no fishin' hole in the quest, the icon will appear crossed out). Finally, in Disney Magical World 2, while previewing a quest episode, the number of stages in the quest is noted.
In quest episodes, after selecting the quest, the game will recommend the equipment that is best for the particular quest. The player will get the choice to head out with the recommended equipment, or they can choose what to wear. Once the episode begins, the player will spawn in a world where they must go on an adventure where they fight enemies, collect items, and complete whatever task they need to complete. For example, in the episode "For a Famished Father", the player must get past enemies while having to collect five pieces of wheat in order to complete the episode, and in "Who's the Ultimate Fisher?", the quest will end once a certain item has been obtained, even if all the enemies haven't been defeated yet. In dancing episodes, instead of recommending adventure equipment, the game recommends a ballroom outfit. In the episode, the player must play the dancing mini game and get scored based on their skill. In episodes in the hundred acre wood, the player will not have to wear any type of equipment, and they will simply have to complete tasks like collecting certain objects, planting seeds, etc. There are many more types of episodes in many worlds that do not have to do with dancing, fighting, etc, but those usually do not require equipment.
Only in Quest Episodes[]
Fighting controls[]
A: Attack: Pressing A is used to send a wave of light towards the enemy which takes away HP from the enemy.
A (charging): Stronger attack: Holding down A and then releasing sends a larger ball of light which takes away a larger amount of HP from the enemy.
Y: Special attack: Pressing Y sends a special formation of light towards the enemy which takes away HP from the enemy. A wand's special attack is determined by its world. Each world has a different special attack for its wands. (e.g. all of the Alice in Wonderland wands have the same special attack). Each special attack consumes MP, which can be refilled by collecting blue stars that are dropped by enemies when they are defeated. Special attacks have varying effects, such as sending a powerful wide-range attack or making enemies dizzy. Several of these attacks may even make some enemies, usually larger ones, drop Magic Stones if used properly and at a certain time. (e.g. when the enemy gets tired). (Note: all of the wands are crafted in Castleton but most of them are to be used for a specific world. Any wands CAN be used in any world, but it is not recommended because they will not have as much of an MP bonus. However, in the magic dungeon, it doesn't matter what world the wand is for. Also, there are certain wands that are not assigned specifically to any world and are neutral to all worlds.
L: Revive: Pressing L will refill the player's HP gauge if the player has one or more magic stones.
R: Magic Twirl: The player can perform a fast spinning jump by pressing R and moving the directional pad in the direction they want to move. While it can be used in the main worlds, it can also be used in episodes not just to move quicker, but to rapidly dodge incoming attacks, as well.
Gauges[]
Both of these gauges are prominent in QUEST EPISODES in both games.
HP gauge[]
HP (hit points) aka health is the amount of life the character has and how many hits from enemies the character can take before not being able to continue. At the beginning of a quest episode, the player starts with a specific amount of HP which is the maximum amount for that quest. The amount of HP that the player starts with can be increased by heading out with recommended equipment because the amount of HP corresponds with the equipment that the player is wearing. The gauge is represented with a random amount of colored circles on the left of the screen. Each circle represents 40 HP. Certain enemies take away more HP than others when they attack. When HP is taken away, a fraction of the coloring within one or more of the circles will be revoked.
Magic stones are red diamond-shaped stones that can be found throughout the quests. They are only used for HP purposes in the first Disney Magical World game. When running out of HP, the player can press L to use a magic stone to refill their HP back to the original amount. If the player runs out of HP, they will not be able to continue the episode unless they have two magic stones that they can spend in order to revive themselves. If the player runs out of HP again after they have already revived themselves while they were on that quest, they must now pay three magic stones in order to revive themselves again, and every time they continue to revive themselves in that run, it will cost 3 magic stones. When the player is revived, they go back to their original amount of HP. If the player character is defeated and can not revive, they will lose all of the items that they collected during the quest, and they will lose the level.
The HP gauges of the enemies are all different.
MP gauge[]
MP (Magic Points) is a form of magical energy that is needed in order to use a Special attack in quest episodes. At the beginning of every quest, the players starts with the number of MP that corresponds to the wand they have, with stronger wands offering more MP (and are selected for you via Recommended Equipment). The gauge for MP is represented on the lower left corner of the screen, consisting of various multicolored stars in a vertical column, each one representing 1 MP. To gain MP, attack enemies with magic, and they will drop tiny blue stars. Collect these stars to refill the gauge by 1 MP each. If the player runs out of MP, they won't be able to use a special attack until they collect at least 1 blue star to get the MP back. Each special attack consumes 1 MP, so they must be used wisely. Normally, the player character starts with 2 MP. For the second wand of a world onward, 1 MP is added to the gauge for each wand you get, with the maximum amount of total MP being 6 MP (2 MP + 4 additional MP).
Gathering, fishing, treasure chests[]
Collecting items[]
Before starting a quest episode, players can view what materials, minerals and food items can possibly be found in that quest. They can view how rarely each item appears in that quest. There are several ways to find items on quests. One way being the gathering technique; If there is a shimmering effect coming off of an area on the ground, an item can most likely be lifted out of that patch of ground (note that it might not be an item and instead it might be magic stones, coins (P), a treasure chest, or the sudden appearance of a dungeon, trigger, obstacle, or enemy). The item may also appear sitting on the ground as itself or as the type of object that it is, which are still marked by a shimmering effect (for example, a shimmering wooden stump is sitting on the ground and the player harvests it: the item they pick up is a piece of bendy bark). The second way is fishing. On certain quests, there will be areas to fish. When a fish is caught, it will cough up an item (most likely a mineral) for the user to keep. Another way to find items on quest episodes is treasure chests. When a chest is opened, it is likely that items will come out of the chest for the player to collect. Smaller chests will give out a singular item (or coins), while larger chests have 3 random items inside them. Both treasure chest sizes have the chance of dropping Magic Stones. Sometimes on quests, the player might be able to find and unlock new recipes for furniture/clothing/food. If the player character runs out of HP during the quest, and can not revive or continue the quest, the player will also lose all of the items that they have collected during the quest. At the very end of an episode, a slightly bigger and more polished treasure chest with a red Magic-Stone like gem in the center will appear. This is called a magic treasure chest. The player must use all of their magic stones to open the chest. The more magic stones they have, the more luxurious and abundant the treasures inside of the chest are.
The user can also collect coins (P) while on quests. Treasure chests will likely have coins in them, along with fish. Coins are also dropped by enemies when they are defeated.
Stages[]
This feature exists only in Disney Magical World 2. All quest episodes are split into stages. When a player reaches a new stage, the meter below will show up at the bottom of the player's screen. The blue marker indicates which stage the player is on. Each circle represents a stage. The purple circle represents the stage with a boss ghost.
Special Features in Quests[]
Quest episodes have special features, entities, and items in addition to HP, MP, and fighting.
Triggers[]
Some quests have triggers to certain events. Most of the events that are triggered by triggers are positive. Events could include could be gates opening, treasure chests appearing, and more. However, triggers can also cause negative events such as enemies appearing or harmful rocks falling from the sky, etc.
The most common of these are objects that you can hit with magic. When you do, something will happen. For example, if a player hits a trigger and the gate is closed, it may open. Once hit, some triggers will be put into effect only for a certain amount of time. For instance, if a player attacks a trigger to open a gate and does not enter the gate fast enough, the gate will close again and the player will have to attack the object again in order to re-open the gate. Those types of sequences may involve having to defeat enemies before going to the gate. If the sequence ends, you can just attack the trigger again, which will restart the timer (this can also be done in the middle of a sequence to reset the time). Even though triggers are important for the player to use, some of these triggers aren't to be trusted, as they can cause malicious events to occur. These objects take the form of plants with red orbs inside them (green for normal, purplish-blue for timed) in Cinderella's World, trumpet plants in Alice's World, and cogwheels in Aladdin's World, which are different in that you must attack them 4 times so they can roll into place (and if you stop attacking them before putting them in place, they will roll back into their original position).
Some worlds have one other kind of trigger: pressure plates. If you step on it, it will trigger an event. Just like objects that can be attacked with magic, most pressure plates allow further progress, but they may also be traps that trigger harmful events. Sometimes, there will be a group of pressure plates next to each other and the player will have to step on them in a specific order or pattern to trigger the event. If the player fails to step on them in the right pattern, it usually doesn't matter but sometimes it will cause harmful events such as rocks falling from the sky for a few seconds. However, they can be avoided. They come in the form of a grey-jewel heart plate in Wonderland that turns pink when you step on it and can only be found in hedge mazes, and it appears as a brown stone pad that emits a green light when you step on it in Aladdin's World. In the Pirates of the Caribbean World, they are brown and emit blue light when activated.
Another type of trigger is a spinning device. It is introduced in Jack's World. Spinning devices are poles with spinning blocks on them. All four sides of a block have a different picture on them. The player must turn the blocks on the spinning devices so that one of the four pictures is facing the front. The player can learn which pictures to turn the spinning devices to turn by discovering secret clues in the quest. Sometimes there will be several spinning devices and the player will have to match them or maybe turn them to create a pattern with the pictures. For instance, if there are two spinning devices next to each other and there is a secret clue that says "When the moon meets the stars", the player must position the spinning device on the left with the moon image facing the front and the one on the right with the star image facing the front. Another example is if the secret clue says "The sun sits to the left of the stars while the moon is far from the sun", the player must turn the spinning device on the left to the sun image, the middle one to the star image, and the one on the right to the moon image.
Finally, another type of trigger is the treasure chest puzzle. It is introduced in Jack's World and is only used once. This is where many empty treasure chests lie in a square-shaped array. If the player opens one chest, it opens/closes all of the treasure chests next (not diagonal from) it. (If a chest next to the one the player opened is open, it now closes, and if a chest next to the one the player opened is closed, it opens). If the player wants to reset the chests to all being closed, there is a pressure plate that the player can step on to close all the chests. To solve the puzzle, the player must make it so that all of the chests are open, and then the event will be triggered.
Enemies sometimes act as triggers because certain areas require the player to kill all of the enemies in order for an event to happen.
Treasure chests sometimes act as triggers to the appearance of enemies; some treasure chests are tricks and if the player opens them, an enemy/enemies will appear.
Gathering is a item-collecting technique where items can be harvested from any shimmering area. Sometimes, instead of regular items, coins, magic stones, treasure chests, obstacles, triggers, or dungeons will be uncovered instead. However, there is a chance that during a quest, if the player attempts harvesting an item, it will instead trigger the appearance of an enemy.
Secret Clues[]
There are multiple structures where the player can walk up to it and press A and receive a secret clue about what to do. Sometimes these clues may explain what pattern in which the player should step on a group of pressure plates. Other times, they might be clues to what symbols they must display on spinning devices. These clues vary in topics. This feature was first introduced in Disney Magical World 2.
Gates[]
Gates are blockades in quests that can be removed by either completing an objective (like defeating all the enemies in an area), or activating a trigger. They are purple wispy barriers in Cinderella's World, a row of green thorns in the woods of Alice's World, a set of cards in the hedge mazes of Alice's World, and ancient stone gates in Aladdin's World.
Area Portals[]
These portals will bring you from one zone within the quest area to the next. They are light blue transparent portals that are glowing on the ground, and are commonly found in later missions. To enter one, step over it. A banner will pop up saying "Proceed Further". Press A, and you will warp to a new area. Even though the zone that the player gets transported to is different and is not part of the same map as the area they were in before, it is still part of the quest area.
There is a pink version of this portal that appears at the end of every quest (with the banner saying "Leave the quest area" instead) which ends the episode when you enter it and it exits the player out of the quest area.
Portals[]
These are like area portals, but are different. They are purple swirls surrounded by a stone border, and can only be found on quests in Alice's World. When you enter the portal, it will warp you across the area you are in, to a different part of the locale. However, you will still be on the same map and in the same zone. Sometimes, these portals may be tricks and send you to the start of the level, so choose carefully.
Obstacles[]
In addition to ghosts, there are many obstacles to be found in quest episodes. The most common of these are rocks, which continuously fall from the sky and damage the player on contact. They can be found in most worlds with enemies (maybe not Cinderella's World, though). Sometimes, you can use a trigger to disable the rocks, but other times, there will be no trigger to deactivate them, and on certain occasions, the trigger may actually cause the rocks to appear.
There are also obstacles unique to specific worlds. Alice's World has thorn bushes, which are red and purple hedges (seemingly with card soldiers inside) with sharp needles poking out of them that move in a certain pattern in the hedge mazes. Some of them move quicker than others. Once again, a trigger (heart pressure plate, in this case) can be used to disable some of these, but they aren't always there. Aladdin's World has lava, which comes in many different flairs and varieties. Some of them are large patches in the ground that can't be removed. There are some the must be deactivated with triggers to progress, while others disappear for a few seconds before coming back (or do the opposite to catch unsuspecting players off guard), testing the player's reflexes and agility.
Sometimes, a trigger may cause ghosts to spawn in the area, so the player must be wary. Examples of triggers that may allow ghosts to appear include shimmering spots on the ground, hitting objects with magic, timed sequences, pressure plates, and treasure chests. (the last of which emit a ghastly purple smog and an eerie-sounding jingle to indicate that it was a trap)
Dungeons[]
Sometimes, if you dig up a shimmering hole in the ground, you may not receive an item, coins or Magic Stone. Instead, a portal hole will appear with a ladder leading to a sub-area existing underground. In these areas, you may find ghosts you can defeat and treasures/materials you can collect. Once you're done, you can take the portal back to the surface and continue the quest.
Challenges[]
This feature is only in Disney Magical World 2. Challenges happen at random times during combat episodes. During a challenge, a timer appears at the top of the screen along with a meter that empties every second. The player must defeat all of the enemies in their area in time to earn a large amount of magic stones.
This is how it works. In the photo, there is a timer and a meter. The meter is emptying with time. The meter is marked with Magic Stone icons. Once the meter lowers past one of the icons, it removes one magic stone from the amount the player would earn from the challenge. The goal is to kill the enemies before the meter lowers so the most amount of Magic Stones will be earned.
Boss Ghosts[]
During most fighting quests (usually at the end of the quest), there will usually be a larger ghost that is much more difficult to defeat than the other ghosts in that episode. This is a boss ghost. Very rarely will an episode have more than one boss ghost.
There are certain episodes where at the end, they must fight an even bigger enormous powerful boss ghost that is very difficult to defeat. They are known as FINAL boss ghosts. In each world, (excluding the Hundred Acre Wood and Snow White's World), there are two final boss ghosts, with one being a stronger, recolored version of the other that only appears in the bonus episodes.
Final boss ghosts in Disney Magical World
Castle of Dreams (Cinderella's world): Queen Pokey and Queen Jabby
Wonderland (Alice in Wonderland's World): Guiltea and Vanitea
Agrabah (Aladdin's World): Coalem and Growlem
Port Royal (Pirates of the Caribbean's World): Glorptopus and Schlorptopus
Final boss ghosts in Disney Magical World 2
Hawaii (Lilo & Stitch's World): Destrovlax and ???
Arendelle (Frozen World): Spike and ???
To learn more about enemies, and to view a list of all enemies, click here.
Showtime: Unlimited Magic![]
"Showtime: Unlimited Magic!" is a special item that gives the player a special ability where a musical number begins to play and the enemies begin to dance. It only lasts a certain amount of seconds but while the creatures are busy dancing, the player can attack the enemies as much as they want without the enemies attacking and without consuming MP. When the song ends, it goes back to normal. The only way to obtain this item is by defeating Kleptotrap, a creature that will occasionally appear during episodes. Kleptotrap will drop an item that looks like a yellow circle with a music note in the middle of it. That item is Showtime: Unlimited Magic. Once it is picked up by the player, they will gain the ability and will be able to use it one time during the quest. To use it, they must press the music note icon. Once it is used, the player loses the ability. However, another Kleptotrap may appear during the quest and they can get a new one. If the player has the item, and obtains another one, the other one will not be given to them and they will still only be able to use it once. If the quest ends and the player still has a Showtime: Unlimited Magic, no matter if the player wins or not, they will lose the item and will have to regain it next time they go on a quest.
Equipment[]
Before going on a quest, the game will recommend a set of equipment that you own that would work best for the quest. You will be given the choice to either head out with the recommended equipment or choose your own equipment. You must have a wand to go on a combat quest, since it's the only way to defeat enemies. Below is a list of all of the quest outfits in the different worlds. Recommended outfits are the strongest in the group for each world. (e.g. Chancellor Quest Outfit will be recommended instead of Chamberlain Quest Outfit, if you own both.)
To learn more about fighting equipment, click on the "Equipment" heading above.