![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Terra | Abax
player information.
name: Ranko
are you over 18?: Yes. I'm 23.
personal lj::D Have some cookies? They're chocolate chip!
email/msn/aim/plurk/etc: Rainkoi or charmingcrown @ aim, balanceweaver on plurk
characters in abax: n/a
in character information.
series: Kingdom Hearts
name: Terra
sex: Male
age: 20
height: 6'3"
weight: ???
canon point: Directly after the timeline of Kingdom Hearts 2, but pre-Re:Coded
previous cr: N/A
history: No matter the cost, I'm ready to pay it.
alternate history: Aqua... Ven... I promise, one day, I will make things right again.
personality: At first glance, Terra would seem like a distant, tired, and intense young man, one who almost constantly seems to be lost in thought and radiating a sense of guilt for some unknown action. After eleven years of being trapped in an internal against the darkness of Master Xehanort's heart, and the power of his motives and memories overriding his own (even in his own body after the loss of his Heart), that first impression is hardly inaccurate.
Terra has changed much over his eleven-year ordeal. He has had to learn how to be patient, as the struggle for control of his Heart and Body have left him weary and worn down. However, his will is strong, and he is determined to not let Xehanort keep him from his friends forever. To that end, he has been forced to concentrate on not letting any more of his memories and personality drift away. These memories surfaced in Xemnas, who kept secret the whereabouts of Aqua's abandoned armor and Keyblade in a hidden room in Radiant Garden, and even would visit the armor and speak at length with it, calling it an 'old friend'. It is more than likely that this was Xemnas somehow confusing himself with the remnants of Terra in his memory, which continued to fight for supremacy over control over his own body.
This stubborn refusal to give up the fight shows a fierce determination that Terra has always exhibited, first in his determination to prove his worth of earning the Mark of Mastery, and then in his willingness to do anything to protect his friends from the machinations of Master Xehanort's plan--even if it meant giving in and accepting that rests in his Heart. Even during the years of bondage in his own Heart, it was his determination to put things right again with his friends and fix not only his mistakes, but the damage wrought upon the many worlds by Master Xehanort, that kept him somewhat sane.
This determination only plays into just how stubbornly goal-oriented Terra could and can be. With his life-long goal of becoming a Keyblade Master, and then his goals of stopping the threat of the Unversed, finding Master Xehanort, stopping Vanitas, and then finally to stop Master Xehanort from harming his friends, Terra is goal-oriented to the point where sometimes, he sees the bigger picture first. This is shown by how he acted in several worlds he visited--the Dwarf Woodlands, where after defending Snow White from the sudden appearance of Unversed, he heads back to the castle instead of chasing after her into the woods to make sure she's all right, and again in Enchanted Dominion, where instead of trying to find where Aurora's Heart has gone and immediately right the wrong committed by Maleficent, he instead leaves the world to continue his search for Master Xehanort, vowing to return someday and put right the wrong he had been forced to commit.
Even though he has changed dramatically, there is a great deal about Terra that has remained the same. Terra is, has, and always will be fiercely loyal to the memories of his Master and his two best friends, Aqua and Ventus. The connection that he had with Aqua and Ven was a very strong one--strong enough that their bond is all but unbreakable. He is protective of his friends--not so much as to be overly so, as it was Terra that told Aqua that Ven would be all right when danger suddenly broke out during their Mark of Mastery exam, as Ven had been out there on the training grounds practicing just as long and as hard as Terra and Aqua had.
The core of who he is--an honorable warrior who strives to follow his Heart, protect those that are important to him, and stubbornly follow the path that he thinks is right is still there, as well as the good-natured big-brother figure that Ven would remember, but those parts of him are buried. It will take considerable effort and patience to bring those parts back out of him, but with time Terra will be able to open up and relax, letting the good-natured young man he is at heart out. However, he will never be as care-free as he once was. But, it is possible to make him smile again, and all he needs is a reminder on how to be himself again to do it.
It's Terra's inherent good nature that leads him to try and comfort those in need, or offer helpful advice where he feels it is necessary. Almost on instinct, Terra knows just what to say or what gesture to make that will lift the spirits or resolve of those he is trying to help, as evidence by his words to Cinderella--"Strength of Heart will carry you through the toughest of trials"--or by his gesture to the disheartened Ven, who was bummed over always losing his sparring matches with Terra. Terra's 'Inheritence Ceremony' of passing on his training Keyblade to Ven, as well as the affirmation that he, Aqua and Ven all share the same dream, served to cheer up his friend when he needed it the most.
Of course, things can't always be all sunshine and rainbows or gloom and guilt with Terra. He actually has something of a temper, and it's not too hard to figure out what buttons to push in order to trigger that temper. It all comes back to Aqua and Ven. Should anyone question his loyalty to his friends, or threaten to harm them in any way, Terra will be the first one to put himself between the aggressor and them. Eraqus himself found this out in what is quite possibly the most heartbreaking way possible when he attempted to 'erase' Ventus in order to prevent the creation of the X-Blade. Not knowing the reasons why or even caring, Terra put himself between his father figure and his best friend. "You may be my Master, but I will not let you hurt my friend!" He will defend his friends to the end, and anyone that insults them in any way will be on his 'Do Not Like' list.
Terra's temper has and can often get the better of him, as it was the loss of his temper that led to his downfall to begin with at the Keyblade Graveyard. Giving in to his rage at Xehanort over causing the death of Master Eraqus and his threat to end the lives of both of his friends was what allowed his inner darkness to surge forth to the surface, and it was this same Darkness that allowed Master Xehanort to possess Terra's body and attempt to steal it for himself.
All in all? While Terra might at the moment just be a shell of his former self, it is possible for him to regain much of what he lost. However, he will never be the innocent, optimistic person he was when his journey started out nearly a decade ago. The pause that had been put on his life and the damage that was wrought can never be undone, but his spirit never broke, even in his darkest hours. And it is that spirit--that strength of will-- that has been part of Terra since the very beginning, and will always be recognizable to those who knew him best.
abilities/powers: Hoo-boy, where do I even begin?
For starters, Terra is first and foremost a Keybearer. As one of the Keyblade's chosen, Terra was trained for years in the arts of swordsmanship and magic. However, the lack of any sort of fighting for eleven years as he fought for the right to control his own Heart and Body as well as fragments of his mind and will being trapped in his suit of armor have deteriorated his fighting prowess. While this is nothing that is incapable of being remedied with some remedial training, it will take time before his skills will be fully up to the same level they were at the time of his Mark of Mastery exam.
- Blade: Being trained under the watchful eye of a wise and powerful Keyblade Master, Terra is fully versed in the ways of swordsmanship. Given his tall, powerful build, it comes as no surprise that he favors a style that while lacking in speed, compensates with power. He tends to favor a one-handed fighting stance, but tends to shift easily between one and two-handed grips on the hilt of his blade. He doesn't string combos as easily as Ventus, nor is he as agile as Aqua, but each hit with his weapon deals a great deal of damage.
- Command: The command deck is, essentially, a list of all the abilities that Terra, Aqua, and Ventus can access at any given time. The types of commands can sometimes vary between the three, but the majority of the commands are accessible by all three characters. In order to access many of the higher-level spells, lower-level abilities must be 'melded' together. This is, predictably, called 'Command Melding', and is a skill necessary in discovering new, more powerful techniques. While he doesn't recall how to mix techniques, his knowledge at the time of his possession included every single spell and ability that he could be capable of. In order for Terra to actually teach someone command melding, he'll have to either be re-taught himself or remember how to do it.
- Attack: Like Aqua and Ventus, Terra is capable of using what essentially amounts to specialized attacks to great effect. These attacks blend Terra's sword skills with his magic, creating a varied amount of sword attacks that cause differing amounts of damage. These attacks can be filed into three categories, depending on the ease of execution and the amount of power placed into it: Basic, Advanced, and Ultimate.
Basic Advanced Ultimate Binding Strike Aerial Slam Ars Solum Blitz Brutal Blast Geo Impact Confusion Strike Collision Magnet Limit Storm Fire Strike Fire Dash Magnet Spiral Fire Surge Dark Haze Meteor Crash Quick Blitz Freeze Raid Sonic Blade Sliding Dash Thunder Surge Windcutter Strike Raid Zantetsuken Stun Edge - Spell: Because of the Keyblade's nature, it acts as a perfect focus and amplifier for any latent magical ability. While Aqua is the most skilled magic manipulator of the three, Terra is by no means incapable of wielding it. Terra is capable of casting all of the elemental spells of his world, as well as the healing spells, status effects, and various other magics meant for crowd control. Much of his more powerful magics are locked away, the knowledge of how to cast these powerful spells locked away in his fragmented memory. With time, the knowledge may yet return to him. Until then, Terra will be only have access to basic-level spells.Spell Command List
Basic Advanced Ultimate Fire/Fira Firaga Dark Firaga Blizzard/Blizzara Blizzaga Deep Freeze Thunder/Thundara Thundaga Mega Flare Bind Crawling Fire Meteor Sleep Fission Firaga Quake Magnet/Magnega Mine Shield/Square Trancendence Aero/Aerora Magnega Mini Slow Esuna Stop/Stopra Stopga Zero Gravity/Gravira Zero Graviga Cure/Cura Warp Poison Ignite Curaga Blackout - Move/Defense/Reprise: There are a small, but not insignificant number of passive abilities that are incredibly useful in a combat situation, or even just as a means of getting around a little bit easier.
Movement Defense Reprisal Jump Block Counter Hammer High Jump Focus Block Payback Fang Slide Poison Block Air Slide Renewal Block Ice Slide Stun Block Sonic Impact - Group: There are a small, but effective list of abilities that Terra is capable of us when fighting alongside others. These abilities range from powerful healing magics to an extremely powerful combo attack. Their only limit is that for the majority of them, inorder to be cast they must be used when Terra is fighting beside another person or in a group. Those that can be cast on their own fall more into the range of support spells, or are simply more effective when cast as a group.
Basic Advanced Group Cure Group Cura Union Rush Group Curaga Group Esuna Vanish Trinity Limit Voltage Stack
- Attack: Like Aqua and Ventus, Terra is capable of using what essentially amounts to specialized attacks to great effect. These attacks blend Terra's sword skills with his magic, creating a varied amount of sword attacks that cause differing amounts of damage. These attacks can be filed into three categories, depending on the ease of execution and the amount of power placed into it: Basic, Advanced, and Ultimate.
- D-Link: (To be regained later) Terra normally has in his possession a special good-luck charm made for him by Aqua, one of his best friends and fellow apprentice of Master Eraqus. This charm was given to him on the night before the Mark of Mastery exam, and Terra carried it with him up until that fateful battle in the Keyblade Graveyard. After that day, 'Xehanort' (the apprentice of Ansem the Wise) held the charm, and after that, Xemnas carried it, unable to bring himself to destroy it for reasons he could never truly explain. This charm, known as a Wayfinder, has powerful magic weaved into it's construction, connecting the Hearts of the three Keybearers together in an unbreakable bond. This charm could also be used to draw strength from those bonds, as well as the bonds that each of the three Keybearers made over their journey eleven years ago. Those bonds, known as Dimension Links, or D-Links for short, can be used to call on the strength of a person's heart from far off and add it to that of the one activating the link in the first place. In-game, this grants the user access to the bond-mate's specific Command Deck. While the Wayfinder is not necessary to form the bonds that create a D-Link, it is necessary for Terra to be able to activate the D-Links with anyone but those that hold the strongest bonds with his heart.
- Aura: The heart of Terra's strength was not his skill with the Keyblade, or even his use of more battle-oriented magic spells, but rather in his skill of taking the power of his Heart and blending it with the magic-channeling properties of the Keyblade to amplify the damage of his attacks and create special combo finishing techniques. While this is something that all three apprentices are versed in, Terra seems to have more of these 'command styles' at his disposal. There are certain conditions that need to be met in order to activate a particular command style, with these conditions unique to the command style that it is activating.
- Critical Impact: This is Terra's primary command style, and one of three that are exclusive to him. Terra emits a gold aura, and proceeds to use slow but powerful three-hit combos that deal 125% of the normal damage rating. The combo finisher is a downward slash that deals 250% normal damage. The 'finish command', Critical Impact, which uses up the remainder of the command style's power, has Terra jumping up and smashing his Keyblade into the ground, creating a small explosion that deals 400% normal damage to any enemies within range of the blast. Physical attacks such as Aerial Slam, Blitz, or Sonic Blade are needed to activate this style.
- Firestorm: Four-hit combos of Fire-type attacks that deal 125% the normal damage rating. The third hit of the combo creates a fire projectile that deals 75% normal damage, while the finishing spin seals 200% normal damage. The finish command, Firestorm, is a two-hit combo that has Terra jump and fire off four balls of flame that, upon hitting the ground, create pillars of fire that encompass the target. Both of these strikes deal 250% damage apiece. As the name suggest, Fire-based attacks or spells must be used to activate this style, such as Fire Dash, Fire/Fira, or Fire Surge.
- Diamond Dust: Four-hit combos of Blizzard-type attacks that deal 125% damage. Many hits also generate pillars of ice that deal 100% damage. The combo finisher generages pillars of ice that spin around Terra at a fast rate, dealing 300% damage. The finish command, Diamond Dust, is a Keyblade swing that creates a field of ice spears and pillars at Terra's feet that explodes into deadly ice shards. The swing, the generating of the ice pillars/spears, and the shards of ice each deal 300% damage. As the type of damage suggests, Ice-type attacks such as Freeze Raid, Blizzard/Blizzara, or Deep Freeze.
- Thunderbolt: A four-hit combo of Thunder-type attacks that deal 130% damage. Some hits generate lightning bolts that deal 60% extra damage. The combo-finishing lunge deals 200% damage. The finish command, Thunderbolt, is a series of three wide-range electrical bursts that deal 280% damage to all enemies in range. Thunder-based attacks such as Thunder/Thundara, Thunder Surge, or Stun Edge are needed to activate this command style.
- Rockbreaker: A secondary command style, and the second of three command styles that are exclusive to Terra. As with all secondary command styles, Terra must be in a primary command style first in order to tap into this more powerful variant under normal conditions. In this particular command style, every swing of Terra's weapon is accompanied by rock debris and shrapnel, which culminates in an area attack where Terra calls up boulders and other large chunks of earthen debris around the area to pummel and obliterate a large group of enemies, or heavily damage one rather strong enemy. Mine attacks such as Mine Shield or Mine Square, edge-type attacks such as Stun Edge, or Brutal Blast are necessary in order to activate this style.
- Blade Charge: A secondary command style, Terra must be in a primary command style before he can tap into this more powerful form. A beam of light extends from Terra's weapon, extending his reach by double as well as increase the damage dealt. This eventually culminates in Terra swinging his weapon in a circular motion over his head, whipping up winds with the rapid movement and drawing in enemies. Because of the extended length of the blade, any enemies drawn in during this final maneuver are slashed to bits. Magic commands such as the Fire or Blizzard series, or Strike attacks like Fire Strike are necessary for activating this style.
- Dark Impulse: A secondary command style, and the final one that is exclusive to him, Terra must either be in a primary command style before he can tap into this more powerful form or in a highly emotionally-driven state of mind. Activation of this command style requires the use of Darkness-based commands, Magnet-based commands, or Zero Gravity-based ones. An aura of darkness surrounds Terra while he deals Dark-based damage that is nearly twice as powerful as his normal melee attacks.
- Focus: Another shared ability between all three apprentices of Eraqus is the ability to use a certain type of magic known as a 'shotlock'. These shotlocks are incredibly powerful attacks that, while they take a moment of concentration that puts the user at risk, when timed right can eliminate large masses of enemies, or deal massive amounts of damage to a single foe. Terra no longer remembers how to use Shotlocks, the knowledge of such powerful magics being locked away in his fragmented memories. With time and, hopefully, remedial training, Terra will be once again capable of using these damaging, but physically draining attacks. While each character has access to a large number of the same shotlocks, these are the three that are exclusive to Terra.
- Sonic Shadow: Terra becomes one with the shadows and rushes his enemies repeatedly, blinding a target with every successful hit. When the maximum amount of targets has been reached, Terra can also cause explosions centered around each enemy he hits.
- Dark Volley: Much in the same manner as Ragnarok, Terra fires multiple projectiles of dark-tinged flames--up to 18-- at any enemies within range. Depending on the level of concentration put into the attack, up to 5 more volleys of projectiles can be fired, should any targets remain after the initial hit.
- Ultima Cannon: Terra's ultimate Shotlock, which is only accessible after he regains his Keyblade. Terra transforms his Keyblade into a rather large weapon that causes massive explosions with every blast. With good timing, Terra can make these energy bullets fired by the weapon to not only cause the extreme amounts of damage, but to cause them to detonate on impact with a target.
- Sense: Terra, like his Master and his peer, Aqua, is capable of sensing the Light and Darkness in the Hearts of others. His senses aren't as well-tuned as Aqua's, and though he is very likely out of practice in this regard, he can still determine how much Light and Dark is in any one person's Heart, or at the very least determine which side the lean towards the most. This sense also extends into a sort of... sense of precognition regarding anyone has an incredibly strong connection to his Heart, as shown by seeing the vision of the sixteen-year old Riku not long after meeting the boy. Terra's Light and Dark senses do have their limits, as unless it's a very strong light or a very strong darkness, he has to be actively feeling for it in order to glean any more information than what he manages to sense on instinct.
- Nothingness and Darkness: Because of the nature of his 'rebirth', Terra will have access to Xemnas's abilities, which include the following--
- Corridors of Darkness: Much in the same manner as with Light, Terra can use Darkness to create portals to other worlds. These particular kinds of portals, known as the Corridors of Darkness, are essentially rips in the fabric of reality, creating... well, a short-cut between two places. A wormhole, if you will. This shortcut is the Corridor itself, and it's exactly what it says on the tin; a tunnel through a separate plan of existence that connects two distance spots and allows for near-instanteous travel.
- Ethereal Blades: The Ethereal Blades were Xemnas's spiritual weapon, capable of being summoned through a simple flexing of will. Their current form, Interdiction, is eerily reminiscent of lightsabers, the shape being two beams of red light that hover in front of the user's hands and extend out roughly three feet in length. Changing the 'gear' (the 358/2 Days equivalent of Keychains, and only used by members of Organization XIII) changes the shape, power, and properties of the Ethereal Blades.
- Localized Teleportation: Using Darkness as a medium, Terra is capable of teleporting several feet away in a pinch during a fight. This has it's limits, as it is primarily a battle-based skill.
- Barriers: Using both Darkness and magic, Terra will be able to form magic barriers in combat our outside of it. These barriers are transparent and impassible; weapons and spells of all kinds bounce right off of them, forcing any opponent to physically go around the barrier to deal any kind of damage to their creator.
- Impulse: A non-elemental attack that greatly resembles lightning, this is a very flexible spell that can do varying amounts of damage, depending on how much magic Terra pours into the spell.
- Key: The Keyblade is a spectacular weapon in it's own right, and is quite possibly the most unique weapon in the Kingdom hearts universe as far as special traits and capabilities go. The Keyblade only goes to one that has been chosen to receive it via a Rite of Inheritence ceremony, and has some manner of sentience. A Master can choose who they would like as their apprentice, but it is ultimately up to the Keyblade itself whether it will accept the Master's choice in a candidate. However, once the Keyblade has chosen a bearer, it's abilities are completely open for it's wielder to use.
The Keyblade is capable of locking or unlocking any lock, whether physical or metaphysical. Some Keyblades are even capable of unlocking a person's Heart, though this seems to be a trait only those blades from the Realm of Darkness have. With some concentration, the Keyblade is also capable of being transformed into a personalized Glider that allows it's bearer swift passage across great distances and through the Lanes Between--the pathways between the worlds utilized by those with the training and a Keyblade to unlock them.
The Keyblade also serves as a natural amplifier of one's natural fighting capabilities, as well as a perfect focus for casting magic, though spell casting can remain largly unaffected should the caster not channel their power through the Keyblade. Keybearers are capable of dealing out far larger amounts of damage with the same amount of power than if another weapon was used. Unversed, Heartless, Nobodies--all of them that, with a Keyblade would only be felled in one or two strikes, would instead take far longer to defeat. Keybearers are also capable of withstanding far greater amounts of damage than they would be able to without it, and they are capable of performing feats that would appear to be super-human, such as carving through buildings without a hint of effort, defeating opponents far larger than themselves, and withstanding falls and impacts that would normally kill a person.
Terra's default Keyblade, once he is able to summon the weapon again, will be Stormfall, the Keyblade passed on to him by Aqua. Removal of the Keychain for this weapon will result in it reverting to it's original form, Ends of the Earth. Both of these Keyblades are powerful, as they are, essentially, Master-level Keyblades. - Light: While minor, Terra is capable of utilizing Light to open portals between locations and worlds. The pathways between worlds, known as the Lanes Between, are only capable of being opened by a Keybearer. While he'll be incapable of using the portals to escape Promenade, he will be able to use them to cover great distances within the city itself nearly instantaneously, should he choose to use them.
There is also the possibility that due to the presence of Master Eraqus's heart within his own, Terra will be able to use some of the Light-based abilities that his master could use with enough concentration and training in their use. - Synch: As an unexpected side-effect of Eraqus's heart being merged with his own and granting him the strength needed to actually retain his sense of 'self' as Xehanort suppressed his Heart and Mind, Terra has the passive abilility known as 'Synchblade', which allows a Keybearer to wield two Keyblades at once. Only a Keybearer whose heart is merged or connected to the Heart of another Keybearer is capable of gaining this passive ability. While he is unaware that he is even capable of it, should a desperate-enough situation ever arise, he will be able to call a second Keyblade to his hand. Should Terra find himself ever activating this ability, he will be able to dual-wield Stormfall and Ends of the Earth.
- Armor: While this is more of an equipment choice as opposed to an ability, and something that he'll be lacking once he arrives at the city, I am choosing to make note of this here, otherwise it will never become playable. Terra, like Aqua and Ven, has a magic suit of armor. In it's 'default' or resting mode, it resembles a gauntlet that he wears on his left arm. When a button on the pauldron is pressed, the armor becomes 'active', encasing Terra in head-to-toe plate armor that fits him like a glove. This armor, while offering no outstanding defense boosts while being worn outside of the obvious, is highly Darkness-resistant, and is primarily used by the Keywielding trio as a form of protection while they travel the Lanes Between.
Until Terra was able to actually regain his armorand believe him, that was a very painful experience, Terra wore a garment known as the Black Coat. This coat serves the same function as his armor once did in that it protects all those wearing it from the Darkness between worlds and within the Corridors of Darkness. This coat also served as a uniform for Organization XIII, and the only reason it was in Terra's possession was because of how he was reborn; Xemnas had been wearing it, and now Terra has it.
~Weaknesses: As overpowered as Terra might seem just looking over his skill list, there are several glaring weaknesses that he has that heavily impact his fighting capabilities, the first and probably the main cause of the rest of his problems being the state of his memories. Terra has paid what is probably the ultimate price just to finally rid himself of Xehanort-- the majority of his memories regarding his life before his body and heart were taken over. The knowledge of his training, the worlds he visited, and even the names of the people that are the most precious connections his heart has are all missing, the links in his chain of memories set adrift in the sea of his mind.
A large amount of any sort of fighting he does will rely primarily on muscle memory, which will cause him to lean very heavily on the skills he 'inherited' from Xemnas. Even with those abilities, he'll be... sluggish, for lack of a better word. He has to get used to being in complete control again, and this is messing with things like his reaction time. During a fight where every second counts, this is a severe weakness that can only be countered by retraining himself.
Gradual regaining of memories will come naturally, though the effects of the sudden regaining of particular memories will have debilitating effects on Terra's mind. Minor memories, such as the remembering of a type of Advanced-level spell (Second level spells, along with Esuna), will only give Terra a small to medium-level headache, depending on whether he recalls the skill itself or other memories, such as his first successful attempt at the skill in question, accompany it. The sudden return of large chunks of memories, such as whole sequences of events, particularly important events, or events that were particularly emotionally-driven will give Terra the equivalent of a sudden, blinding migraine, and is enough to bring him to his knees until the pain subsides, or even knock him unconscious.
As Terra's skills as a fully-trained Master-level (if not in rank, then in power) Keybearer return to him, the powers he has inherited from Xemnas will grow weaker, eventually fading away until the only sign of him having been capable of them in the first place will be a lingering Darkness in his heart and a few other assorted skills that will be severely weakened compared to what the former leader of Organization XIII was capable of.
Socially, Terra will be even more awkward as he was before his decade-long imprisonment in his own heart and mind. While he'll be able to interact with people on a very basic level (talking in simple sentences, being capable of asking questions, ect), his current lack of memories is debilitating. Encountering someone he knew before his possession will merit confusion on his part, as at best he might recall a face or a voice but not a name, and at worst only feel a vague sense of familiarity.
Remembering the events that lead up to his imprisonment will have much the same effect as the reclaiming of the memories relating to his skills as a Keybearer; the more important or intense the memory involved, the more severe the headache will be. Anything that might jog his memory, whether it be a word or phrase, a face, or someone actively trying to help him remember anything can cause one of these headaches.
The only thing--besides time or dealing with the memory migraines from hell--that could help him recover his memories of the past would be the assistance of another. As he himself would describe, his memories are trapped behind 'a fog' in his mind; in short, a mental barrier or block. In KH terms, his chain of memories has essentially been ripped apart, and all the links must be put back into order. A powerful telepath or psychic could help him put his mind back together, or a person with abilities such as Naminé's, who specializes in the manipulation of memories.
first person sample: Link to original IC intro at Abax
third person sample: Log Entry, taking place two years after the end of KH2
case no: 09 - 07 - 10