The Mirage Arena is a world players can travel to in order to link up with friends and take on various challenges and mini games. Players can play solo or join with friends to complete challenges and unlock new ones. You can choose between playing in Arena Mode, which pits up against wave after wave of Unversed as well as a few big bad bosses you’ve encountered in the game’s story. Or you could choose to play the Rumble Racing or Command Board Mini Games alone or with your friends. The Mini Games are the same as they are in Story Mode, so refer to the Birth by Sleep Mini Games Page for details. As for the Arena Challenges, each match is detailed below.

Arena Challenges

Day of Reckoning

Arena LV: 1
Difficulty: 1
Number of Rounds: 4
Medals Won: 75
Rewards: – – – – –
Rounds to Watch Out For: Iron Imprisoner I

Wheels of Misfortune

Arena LV: 1
Difficulty: 1
Number of Rounds: 4
Medals Won: 90
Rewards: HP +5 (Aqua)
Rounds to Watch Out For: Cursed Coach

Weaver Fever

Arena LV: 1
Difficulty: 2
Number of Rounds: 4
Medals Won: 120
Rewards: HP +5 (Terra)
Rounds to Watch Out For: Wheel Master

Sinister Sentinel

Arena LV: 3
Difficulty: 2
Number of Rounds: 5
Medals Won: 150
Rewards: Xehanort Report 5 (Terra), Sky Climber (Ventus)
Rounds to Watch Out For: Iron Imprisoner II

Dead Ringer

Arena LV: 5
Difficulty: 2
Number of Rounds: 5
Medals Won: 180
Rewards: Darkgnaw (Terra), HP +5 (Ventus)
Rounds to Watch Out For: Mimic Master

Combined Threat

Arena LV: 7
Difficulty: 3
Number of Rounds: 6
Medals Won: 210
Rewards: Sky Climber (Aqua)
Rounds to Watch Out For: Trinity Armor

Risky Riches

Arena LV: 8
Difficulty: 1
Number of Rounds: 3
Medals Won: 105
Rewards: – – – – –
Rounds to Watch Out For: – – – – –

Harsh Punishment

Arena LV: 10
Difficulty: 3
Number of Rounds: 6
Medals Won: 300
Rewards: – – – – –
Rounds to Watch Out For: Iron Imprisoner III

A Time to Chill

Arena LV: 13
Difficulty: 4
Number of Rounds: 8
Medals Won: 375
Rewards: HP +10 (Ventus and Aqua)
Rounds to Watch Out For: Hades & Zach, Ice Colossus

Treasure Tussle

Arena LV: 15
Difficulty: 3
Number of Rounds: 3
Medals Won: 240
Rewards: – – – – –
Rounds to Watch Out For: – – – – –

Copycat Crysis

Arena LV: 17
Difficulty: 4
Number of Rounds: 8
Medals Won: 450
Rewards: HP +10 (Terra)
Rounds to Watch Out For: Mimic Master

Keepers of the Arena

Arena LV: 20
Difficulty: 5
Number of Rounds: 9
Medals Won: 500
Rewards: Ultima Cannon (Terra), Multivortex (Ventus), Lightbloom (Aqua)
Rounds to Watch Out For: Iron Imprisoner III, Iron Imprisoner IV

Villain’s Vendetta

Arena LV: 30
Difficulty: 5
Number of Rounds: 8
Medals Won: 750
Rewards: Ultima Weapon (All)
Rounds to Watch Out For: Iron Imprisoner I, Cursed Coach, Wheel Master, Iron Imprisoner II, Ice Colossus, Iron Imprisoner III, Trinity Armor, Iron Imprisoner IV

Strategies

This section provides strategies against the bosses that only appear in the Mirage Arena. For strategies against the bosses that also appear in Story Mode, refer the Birth by Sleep Walkthroughs.

Mimic Master

The Mimic Master is a tricky foe that isn’t very challenging by itself. However, it can create copies of you equipped with all of the deadly Commands that you have at your disposal, so watch out for when he creates multiple clones at once. Fighting too many of yourself at one time can be a very tricky challenge.

Without the aid of copies, the Mimic Master attacks mostly by slamming you around with its book and bombarding you with laser shots and streams of fire. For the most part, you can avoid everything with your evasion maneuvers, and a well-placed Shotlock is always good for taking its HP down quite a ways. Try not to commit to fully-charged Shotlocks, as you probably won’t have time to charge them without taking damage, but instead, use short bursts to take his HP down a bar or two at a time.

Iron Imprisoner I

The Iron Imprisoner is a very difficult adversary that has many forms to take on in the Mirage Arena. Its first form, obviously its easiest too defeat, attacks with flaming swipe attacks and laser beams that scatter around the arena and then home in once they hit you. Use your evasion maneuvers to avoid taking hits.

The Iron Imprisoner I can also sink down into the floor and pop up in a ring of fire, taking out a considerable chunk of you HP with it. Your main offense should consist of Commands that cannot be interrupted, such as Aerial Slam or Ars Solum. Surge Commands work well too, and of course, a well-timed Shotlock is always good for taking down a bar or two of HP.

Iron Imprisoner II

The Iron Imprisoner’s second form is a bit more difficult than his first with the addition of its powerful hammer, which it’ll use to slam down fiery explosions and add even more ferocity to its already deadly swiping attacks.

All of its old tricks return, but they’re more powerful than before, so be extra careful when fighting it off. The Iron Imprisoner II does have a new trick up its sleeve though, so watch out. It can summon a cage than sinks into the ground and follows you around the arena. If you let it catch you, you’ll be trapped inside and you’ll be at the mercy of whatever the Iron Imprisoner II wants to throw at you while you’re in there.

Iron Imprisoner III

For its third form, the Iron Imprisoner sprouts legs and dawns a new ability that can be a real game ender! It can now launch itself around the arena while coated in a veil of flame, swinging its hammer around in circles. You can use your evasion maneuver to avoid it for the most part, but if you get caught, the Iron Imprisoner III can pin you against its whirlwind, sucking away some major HP!

As always, be on the lookout for its old tricks and use the same offensive strategies to defeat it. You may have to modify your advances a little, as the Iron Imprisoner III doesn’t give you as many openings to exploit.

Iron Imprisoner IV

In its final form, the Iron Imprisoner is a true force to reckoned with! It’s quick, relentless, and can easily drop your HP to 0 if you’re not constantly on your toes! It has all of the old abilities that the previous forms had, but in addition to those, the Iron Imprisoner IV has three new tricks at his disposal.

The cage attack has been modified to cause even more damage, as now the cage is burning, inflicting constant damage if you get stuck inside, in addition to whatever the Iron Imprisoner IV is doing to you outside! Completely new are its two most deadly abilities: it can suck you towards it and then disappear in a fiery explosion, which deals some pretty decent damage, and it can also vanish completely and begin hurling flaming chunks of the outer arena back and forth to bombard you while you wait for the Iron Imprisoner IV to return to the field. Both of these new attacks can be avoided with your evasion maneuver, but you need to be constantly on the alert to know when you need to attack and when you just need to run away!