Items: Dispel-G X2, Dalmatians 43-45, 82-84, and 88-90, Ansem's Report 9, Navi-G Piece, Shell-G
Now we're in Neverland. On your way, Captain Hook will capture and put you in cell with Peter Pan. Once you get out put him in your party to find out whether you like him or not. Fight your way through this room then head up the ladder and through the door on the northern wall. Finish off the Heartless here then jump through the hole in the ceiling grating in the upper left corner of the room and you'll be in a room with a save point and a Green Trinity. Save then activate the Green Trinity. You'll face a boss.
For beating him you obtain a Raven's Claw. Open the chest on the bed to rescue some dalmations. Now exit to the deck. After a scene you'll get a spell upgrade and the ability to fly. Now you get fight some new enemies and then another boss. Make him pay for locking you up.
For beating him you obtain the ability Ars Arcanum and Ansem's Report 9. After the cutscene you'll be in England next to Big Ben. Fly upward to find a save point. Now drop back down and look around for a chest containg more dalmations. Go talk to Wendy to find that one of the clocks is off. Find the clock face that doesn't say mid-night and strike the minute hand until it does. Doing so will reveal the keyhole for Neverland.
Now you get the Tinker Bell summon, the shared ability Glide, and the Fairy Harp keychain. Use the save point to head back to the Gummi ship and make your way back to Traverse Town.