############################################################################ Yu-Gi-Oh! World Championship 2008 Faq/Walkthrough Version: 0.7 Paradisio15@gmail.com ==================== =Table of Contents = =1. Introduction = =2. Walkthrough = =3. Pack Unlocking = =4. Thanks to... = ==================== ~~~~~~~~~~~~~~~~~ ~1. INTRODUCTION~ ~~~~~~~~~~~~~~~~~ General notes... Well, I should note that I am no Yu-Gi-Oh expert and I haven't won 100s of tournaments, gone to the finals, or even watched the show much. I just enjoy the videogame, and this is my way of helping people out who need some guidance with the game's unlocking. As of this version this guide is still under construction and only covers about one-sixth of the games materials. Thank you. ~~~~~~~~~~~~~~~~ ~2. WALKTHROUGH~ ~~~~~~~~~~~~~~~~ ========================== =Walkthrough Introduction= ========================== When starting the game first you'll need to select your countries flag, this doesn't have any real change except what flag you'll appear under online. You'll then get to put in your gender, hairstyle and face. You can change your hair color in options, so you don't need to worry if you like the style and not the color. Anyways, after that you'll see two options: Duel World or World Championship. Duel World is the 'story mode' and World Championship is more like the previous version of the game (2007) where it is just menu navigation and selecting duelists... They aren't mutually exclusive at all, they are very connected, doing things in one will unlock things in another; for instance several times in Duel World (DW) you'll beat a duelist several times and it'll unlock another Duelist in World Championship. Mostly the reward you are looking for is packs. Just one thing, if you're cheating (IE unlocking everything at once) this guide isn't really for you. This guide is for those who are going through the game using what limited cards they have available at the time. On Passwords; in the card shop you can put in passwords from physical cards to buy them in game for DP (the money in the game - Duel Points). You have to have the pack they are in to use the password, so it is of limited usefulness in this version. On tricks, there is one 'trick' that I am apprehensive to call a cheat or not; if you go into Wi-fi mode and look on the leaderboards you can download a 'ghost' which is basically a deck from an opponent; there is occasionally someone who has hacked/cheated/etc to get an absurdly high ranking (50000+), they are basically there for people to farm DP off of because of the insane number of DP you get from beating them easily (they usually have terrible/instant lose decks). Whether you use this or not is up to you, it makes the game easier, but is not required. I should note, he/she isn't there all the time and you may have to check daily before he/she shows up if at all ever again. I should note, as of this first version I did start using this 'trick', but all the advice should still be valid it just may take you longer to get said card; but for the time being it makes writing this guide much easier and contain much more valuable information than if I hadn't used it. ========================================= =Introduction to World Championship Mode= ========================================= Ok first, go into World Championship to see several options: Free Duel, Communications Menu, Friend Menu, Duelist Menus, Shop, Tutorial, and Options. Free Duel is where you can battle duelists; right now it'll be fairly empty until you unlock additional ones in DW. Communications Menu is the online section, you can play online; configure your Wi-Fi settings, etc... Of note, every day you can download a new card each day, view leaderboards, download duel puzzles, download duelists you can battle/use as tag partner (Jaden Yuki and White Magician Pikeru), and then download special forbidden card lists. If you can get online I would download everything, they add a lot to the game and Jaden is probably one of the best tag partners and he has a deck that can world very well if he gets a good hand. Friend Mode is where you put in others friend codes and find your own to get a circle of your friends that can play each other online. The Duelist Menus contains all the deck construction tools you'll need. Deck construction has the obvious stuff. In the recipe viewer you can view the pre-created recipes and pre-constructed decks. The card list is fairly obvious; as you get the majority of the cards in a pack it'll be added so you can see what cards are in the set and which you are missing. It's good if you need another copy of a card and need to find what set it is in or are simply a completist like me. The final is the Forbidden/Limited list which shows you what cards you can use fewer of or not at all. The shop has the packs you can buy; you have 6 packs unlocked right now and 1500 DP for free. The other is Password which I covered briefly; it's pretty self-explanatory as well. Tutorial teaches you to play the game, run through this if you're new, as I won't cover the basics of playing the game. This also contains the downloadable duel puzzles... if you have well, downloaded them... It also includes the glossary which explains general game terms and some basic tips on using some cards. The last is options, here you can configure your characters look, change their battle phrases and see your record. Of note, you do have one alternate outfit already (you should have a Red Uniform and Brown Jumper.) Also, I should note I am playing through the game with a male character; if someone that is playing a female character could send me the female versions of things as I go, I would appreciate it. ========================= =Duel World Introduction= ========================= In a different age... In a distant world... A world with duels like you've never seen awaits your arrival... Welcome to Duel World! When you start the game will ask if you are experienced or not, it doesn't change anything, it just tells you that you should go through the tutorial. ========================== =World 1 - World of Grace= ========================== So you'll appear on the map, you can navigate with the D-Pad. Press B right now to get into the game menu; here you can save (do so before quitting), duelist menu (as before), shop (as before), options (as before) and quitting back to the 'main' menu. In the middle you'll have the world selection, right now you only have one (Grace), so click on it to get back in. Okay so look around, the map isn't very large; you'll see several things. There is an arena, a tent, potentially several figures and there may or may not be some ripples in the lake above the tent. The arena is where you can use pre-constructed decks to fight against the AI also using pre-constructed decks. The tent is where you can pay DP to get a tip on how to continue the 'story.' Hopefully you won't need that if you're reading this (I'll pay the 50 DP for ya!) The figures are the main thing, these are the other duelists. They will come and go as you beat one or do other things, but if you exit and then re-enter they will refresh and another might show up. The lake is something a little different, if there are ripples one or two things could happen you might pay money and play a guessing game for a card (varies) or you might enter into a duel with the creature in the lake. The duelists that'll appear right now is Nightmare Penguin, Skull Servant, E-Hero and the lake serpent. If you approach when you can either Duel or Talk... As far as I know talk never does anything with the regular duelists aside from causing the duelists to refresh... Okay but before we start beating let's take a look at your deck... Monsters: Chamberlain of the Six Samurai, Elemental Hero Clayman, Great Angus, Harpie Girl, 2x Queen's Knight, Renge - Gatekeeper of Dark World, 2x Sonic Duck, Space Mambo, Tri-Horned Dragon, Black Ptera, Decoy Dragon, Goblin Elite Attack Force, Gyroid, Iron Blacksmith Kotetsu, Majestic Mech - Ohka, Old Vindictive Magician, Swift Birdman Joe, Vortex King Spells: Axe of Despair, Back to Square One, Broken Bamboo Sword, Dack Factory of Mass Production, Enemy Controller, Hammer Shot, Luck Iron Axe, Mind Control, Soul Devouring Bamboo Sword, 2x Stray Lambs, 2x Twister Traps: Birthright, Chain Detonation, Dust Tornado, Magic Drain, Negate Attack, 2x Trap Hole This deck is obviously not a happy panda; there are some gems, but they are definitely buried in a pile of dung. It certainly isn't impossible to win with, and you can clear the first world with some skill/luck (mostly luck) using it, but anytime after that you are going to be hard-pressed to do anything with it. The main problem is this deck has no theme and no real synergy; it's just a pile of cards that are thrown into a deck with something of a decent ratio. It also has some frankly useless cards in general that are only good for some very specialized decks (Harpie Girl? C'mon). So you're wondering probably, what should I do to improve it? Well, simple, the game does give you some starting cash and you do have a couple of packs available already; White Light Ruler, Fiery Rage, Chaos Knight, Dark Legend, Dark Flare Battle, and Ultimate Power. I recommend taking your 1500 DP and buying as many packs of Fiery Rage as you can (10) as it contains in my very humble opinion the best cards to throw together a much better deck. This is not to say that the others don't contain good cards, they all contain good cards, and for example here are some that stick out from each for me: White Light Ruler: Magician of Faith, Mystical Space Typhoon, and Swords of Revealing Light. Fiery Rage: All Exodia Pieces, Fissure, Giant Trunade, Ultimate Offering, Royal Flush Cards Chaos Knight: Card Destruction and Sangan Dark Legend: Crush Card Virus, Mirror Force, Heavy Storm, Royal Decree and Solemn Judgement Dark Flare Battle: Okay I lied; this one IMO doesn't have anything particularly good, but seems to contain a good amount of 4 star and lower monster cards with good attack power Ultimate Power: Magic Cylinder So as you can see, I think Fiery Rage holds the best cards; most importantly it holds all the cards to make a Royal Flush Deck. Basically this deck uses the Jack's Knight, Queen's Knight and King's Knight for a fusion summon of a decently powerful monster. As you proceed you'll probably want to pick up things from other packs, which is good. Anyways, so buying 10 packs of Fiery Rage (also note the game does save as you buy so you can't reset if you don't get good cards) I end up pulling well, nothing substantial aside from half of Exodia, another Queen's Knight and a fissure. Regardless of what you pull, you're pretty much guaranteed to pull out some upgrades to the starter. If you managed to pull Alkana Knight Joker, good, but it is rather unlikely you'll have a sufficient deck to build around it yet; but we'll build on it. So back to deck construction... Okay here is what I recommend changing off the bat: Get rid of Harpie Girl, pretty much any monster you pulled will be 3x as powerful. Get rid of Black Ptera, it would be a great card if it wasn't for the fact being destroyed by battle doesn't trigger its effect (probably because there are cards that do that much better already) and replace it with another effect or general beatdown monster. I'd ditch Decoy Dragon, its fair in a dragon deck with ways to dump cards into the graveyard but I'ts way too circumstantial right now. Get rid of Broken Bamboo Sword and Soul Devouring Bamboo Sword, it has an awesome effect but it kills itself and is a pain to get out with our current cards anyways. Other Cards to consider replacing/upgrading/ditching: Chain Detonation, Twister, Hammer Shot. Basically look through what the deck contains and then what you have, if you see any upgrades, just do it, we don't have a lot to work with right now. I basically emptied the deck and started over from scratch, it's up to you if you want to do the same or not. Two quick tips on general deck design; first, don't have more than 40 cards, it's better to be able to draw what you need quickly then waiting forever. Second, try to maintain a good ratio of monsters to spells to traps. I generally use 20 or so monsters, 10ish spells, and whatever left for traps. This isn't a rule, and many decks use fewer or more depending on what kind of deck it is. Also, remember not to load up on too many monsters that require sacrificing, that can really bite you in the butt if you get a bad draw with just them in your hand. Also if you're wondering how to save decks and whatnot, you click the bottom in the top left of the screen (the notepad and pencil) for the options like saving decks, renaming them, emptying them, etc... Anyways, here is what my deck ended up looking like, right now with my limited options and quite a few equipment cards I'm just going for a general beat-down and hopefully stalling my opponent if they get out something big. I doubt you can use it as is, but maybe it'll help give you some ideas. Monsters (20): 3x Celtic Guardian, Chamberlain of the Six Samurai, Elemental Hero Clayman, Great Angus, 3x Queen's Knight, Renge - Gatekeeper of the Dark World, 2x Sonic Duck, Space Mambo, Tri-Horned Dragon, Goblin Elite Attack Force, Gyroid, Iron Blacksmith Kotetsu, Majestic Mech - Ohka, Swift Birdman Joe, and Vortex King Spells (13): Axe of Despair, Back to Square One, Dark Factory of Mass Production, Enemy Controller, Fissure, Hammer Shot, Horn of Light, Lucky Iron Axe, 2x Malevolent Nuzzler, Mind Control, Rush Recklessly, and Stop Defense Traps (7): Birthright, Dust Tornado, Magic Drain, 2x Negate Attack, and 2x Trap Hole Okay that's the just of that; what to first? We'll I recommend doing the arena pre-constructs. I would do all of them until you win, you'll earn DP and have a fair chance of winning, you'll unlock a couple of things, and you'll learn to play if you're new. Unfortunately, the decks aren't great, and there is a chance you'll just end up with a terrible matchup and lose quickly (or end up decking out very slowly), on the other hand the same can play to your advantage! Regardless, I provided the advice before on a starter deck so you can go ahead and start playing; but for the sake of this tutorial let's just go forward and defeat all the structure decks at the coliseum. This may take awhile, but don't give up, if you lose just move onto the next deck until you get back to it. I can't really offer any specific advice except to look at the cards in each deck beforehand (by looking in the recipe viewer and going to sample recipes) to know what to expect and how to use each deck; it'll help more than you think just knowing what cards are in each and what you need to get out to win. The match-ups are random, so if you pick the same deck again you'll potentially get a different opponent. Here is the card list of each if you need it or it helps for all 13(P.S. You can't use structure decks until you have all the cards that go in them, which makes them pretty useless): Dragon's Roar: 2x Luster Dragon, 1x Red-Eyes B. Dragon, 2x Armed Dragon Lv3, 2x Armed Dragon Lv5, Elemental Dragon, 3x Masked Dragon, Red-Eyes B. Chick, Red-Eyes Darkness Dragon, Twin-Headed Behemoth, 2x Creature Swap, Heavy Storm, Mystical Space Typhoon, 2x Nobleman of Crossout, Pot of Greed, Premature Burial, 2x Reload, Snatch Steal, 3x Stamping Destruction, Swords of Revealing Light, The Graveyard in the Fourth Dimension, Call of the Haunted, Ceasefire, Curse of Anubis, 2x Dragon's Rage, 2x Interdimensional Matter Transporter, Reckless Greed, The Dragon's Bead, Trap Jammer Zombie Madness: Master Kyonshee, Dark Dust Spirit, 2x Despair from the Dark, Double Coston, 3x Pyramid Turtle, 2x Regenerating Mummy, 2x Ryu Kokki, Soul-Absorbing Bone Tower, Spirit Reaper, Vampire Genesis, Vampire Lady, Vampire Lord, 2x Book of Life, 3x Call of the Mummy, Card of Safe Return, 2x Creature Swap, Giant Trunade, Heavy Storm, Mystical Space Typhoon, Nobleman of Crossout, Pot of Greed, 2x Reload, Snatch Steal, 3x Compulsory Evacuation Device, Dust Tornado, Magic Jammer, Reckless Greed, Torrential Tribute Blaze of Destruction: Infernal Flame Emperor, Great Angus, Blazing Inpachi, 3x UFO Turtle, Little Chimera, 2x Inferno, Molten Zombie, 2x Solar Flare Dragon, 2x Ultimate Baseball Kid, Raging Flame Sprite, Thestalos the Firestorm Monarch, Gaia Soul the Combustible Collective, Fox Fire, Snatch Steal, Mystical Space Typhoon, 2x Molten Destruction, Nobleman of Crossout, Premature Burial, Pot of Greed, Tribute to the Doomed, Heavy Storm, Dark Room of Nightmare, Reload, 2x Level Limit - Area B, Necklace of Command, Meteor of Destruction, 2x Dust Tornado, Call of the Haunted, Jar of Greed, Spell Shield Type-8, 2x Backfire Fury from the Deep: Ocean Dragon Lord - Neo-Daedalus, 7 Colored Fish, Sea Serpent Warrior of Darkness, Space Mambo, 3x Mother Grizzly, Star Boy, Tribe-Infecting Virus, 2x Fenrir, Amphibious Bugroth MK-3, Levia- Dragon - Daedalus, Mermaid Knight, Mobius the Frost Monarch, Unshaven Angler, Creeping Doom Manta, Snatch Steal, Mystical Space Typhoon, Premature Burial, Pot of Greed, Heavy Story, 3x A Legendary Ocean, Creature Swap, 2x Reload, 2x Salvage, Hammer Shot, Big Wave Small Wave, Dust Tornado, Call of the Haunted, 2x Gravity Bind, Tornado Wall, Torrential Tribute, Spell Shield Type-8, Xing Zhen Hu Warrior's Triumph: Gilford the Legend, Warrior Lady of the Wasteland, Dark Blade, Goblin Attack Force, 2x Gearfried the Iron Knight, Swift Gaia the Fierce Knight, Obnoxious Celtic Guard, Command Knight, 2x Marauding Captain, Exiled Force, D.D. Warrior Lady, Mataze the Zapper, Mystic Swordsman Lv2, Mystic Swordsman Lv4, Ninja Grandmaster Sasuke, Gearfried the Swordmaster, Armed Samura - Ben Kei, Divine Sword - Phoenix Blade, Snatch Steal, Mystical Space Typhoon, Giant Trunade, Lightning Blade, Heavy Storm, 2x Reinforcement of the Army, The Warrior Returning Alive, Fusion Sword Murasame Blade, Wicked-Breaking Flamberge - Baou, Fairy of the Spring, 2x Reload, Lightning Vortex, Swords of Concealing Light, Release Restraint, Call of the Haunted, Magic Jammer, Royal Decree, Blast with Chain Spellcaster's Judgment: Dark Eradicator Warlock, Mythical Beast Cerberus, Dark Magician, Gemini Elf, 2x Magician of Faith, 2x Skilled Dark Magician, 2x Apprentice Magician, Chaos Command Magician, Breaker the Magical Warrior, Royal Magical Library, Tsukuyomi, Chaos Sorcerer, White Magician Pikeru, Blast Magician, Ebon Magician Curran, Rapid-Fire Magician, Magical Beast, Mystical Space Typhoon, Nobleman of Crossout, Premature Burial, Swords of Revealing Light, Mage Power, Heavy Storm, Diffusion Wave-Motion, Reload, Dark Magic Attack, Spell Absorption, Lightning Vortex, 2x Magical Dimension, Mystic Box, Nightmare's Steelcage, Call of the Haunted, Spell Shield Type-8, Pitch-Black Power Stone, Divine Wrath, Magic Cylinder Invincible Fortress: Exxod Master of The Guard, Great Spirit, 3x Giant Rat, Maharagi, Guardian Sphinx, 2x Gigantes, Stone Statue of the Aztecs, Golem Sentry, Hieracosphinx, Criosphinx, 2x Moai Intercepter Cannon, Megarock Dragon, Guardian Statue, Medusa Worm, Sane Moth, Canyon, Mystical Space Typhoon, Premature Burial, Swords of Revealing Light, 2x Shield & Sword, Magical Mallet, Hammer Shot, Ectoplasmer, Brain Control, Shifting Shadows, Waboku, Ultimate Offering, 2x Magic Drain, Robbin' Goblin, 2x Ordeal of a Traveler, Reckless Greed, 2x Compulsory Evacuation Device Lord of the Storm: Simorgh Bird of Divinity, Sonic Shooter, Sonic Duck, Harpie Girl, Slate Warrior, 2x Flying Kamakiri #1, 2x Harpie Lady Sisters, Bladefly, Birdface, Silpheed, Lady Ninja Yae, Roc from the Valley of Haze, Harpie Lady 1, Harpie Lady 2, Harpie Lady 3, Swift Birdman Joe, Harpie's Pet Baby Dragon, Card Destruction, Mystical Space Typhoon, Nobleman of Crossout, 2x Elegant Egotist, Heavy Storm, Reload, 2x Harpies' Hunting Ground, Triangle Ecstasy Spark, Lightning Vortex, Hysteric Party, Aqua Chorus, Dust Tornado, Call of the Haunter, Magic Jammer, Dark Coffin, Reckless Greed, Sakuretsu Armor, Ninjitsu Art of Transformation, Icarus Attack Dinosaur's Rage: Super Conductor Tyranno, Kabazauls, Sabersaurus, Mad Sword Beast, 2x Gilasaurus, Dark Driceratops, 2x Hyper Hammerhead, Black Tyranno, Tyranno Infinity, 2x Hydrogeddon, Oxygeddon, Black Ptera, Black Stego, Ultimate Tyranno, Miracle Jurassic Egg, Babycerasaurus, Big Evolution Pill, Tail Swipe, Jurassic World, Sebek's Blessing, Riryoku, Mesmeric Control, Mystical Space Typhoon, Megamorph, Heavy Storm, Lighting Vortex, 2x Magical Mallet, Hunting Instinct, Survival Instinct, Volcanic Eruption, Seismic Shockwave, Magical Arm Shield, Negate Attack, Goblin Out of the Frying Pan, Malfunction, Fossil Excavation Machine Re-Volt: Ancient Gear Gadjiltron Dragon, Ancient Gear Gadjiltron Chimera, Ancient Gear Engineer, Boot-Up Soldier - Dread Dynamo, Mechanicalchaser, Green Gadget, Red Gadget, Yellow Gadget, Cannon Soldier, Gear Golem the Moving Fortress, 2x Heavy Mech Support Platform, Ancient Gear Golem, Ancient Gear Beast, Ancient Gear Soldier, 2x Ancient Gear, Ancient Gear Cannon, Ancient Gear Workshop, Ancient Gear Tank, Ancient Gear Explosive, Ancient Gear Fist, Ancient Gear Factory, Ancient Gear Drill, Ancient Gear Castle, Mystical Space Typhoon, Limiter Removal, Heavy Storm, Enemy Controller, Weapon Change, Machine Duplication, Pot of Avarice, Stronghold the Moving Fortress, Ultimate Offering, 2x Sakuretsu Armor, Micro Ray, Rare Metalmorph, Covering Fire, Roll Out! Surge of Radiance: Dunames Dark Witch, Absorbing Kid from the Sky, 2x Airknight Parshath, 1x Bountiful Artemis, Freya Spirit of Victory, Gellenduo, Guardian Angel Joan, Harvest Angel of Wisom, Layard the Liberator, Meltiel Sage of the Sky, Neo-Parshath the Sky Paladin, Nova Summoner, Radiant Jeral, Royal Knight, 2x Shining Angel, Soul of Purity and Light, The Angel of Force - Mars, Voltanis the Adjudicator, Cestus of Dagla, Heavy Storm, Lightning Vortex, Magical Mallet, Mystical Space Typhoon, Nobleman of Crossout, Premature Burial, Terraforming, The Sanctuary in the Sky, Aegis of Gaia, Beckoning Light, Divine Wrath, Magic Jammer, 2x Negate Attack, Seven Tools of the Bandit, Solemn Judgement, Widespread Ruin Curse of Darkness: 2x Axe Dragonute, Diabolos King of the Abyss, 3x Giant Orc, Goblin Zombie, Lick Lord King of the Underworld, 2x Malice Doll of Demise, Mask of Darkness, Mist Archfiend, Mystic Tomato, Plague Wolf, Prometheus King of the Shadows, Spirit Reaper, 2x Stealth Bird, 2x Ectoplasmer, Giant Trunade, Heavy Storm, Magical Mallet, Megamorph, Mystical Space Typhoon, Nightmare's Steelcage, Nobleman of Crossout, Pot of Avarice, Recurring Nightmare, Shield Crush, Sword of Dark Rites, Crush Card Virus, Dark Mirror Force, 2x Deck Devastation Virus, 2x Dimension Wall, Eradicator Epidemic Virus, Just Desserts, Magic Cylinder Rise of The Dragon Lords: Darkblaze Dragon, Decoy Dragon, Different Dimension Dragon, Felgrand Dragon, Flame Ruler, Guardian Angel Joan, Herald of Creation, 2x Kaiser Sea Horse, Majestic Mech - Goryu, 2x Masked Dragon, Morphing Jar, Night Assailant, Spirit Reaper, The Creator, The Creator Incarnate, Tyrant Dragon, Yamata Dragon, A Wingbeat of Giant Dragon, Card of Safe Return, Foolish Burial, Lighten the Load, Lightning Vortex, 2x Mausoleum of the Emperor, Mystic Wok, Premature Burial, Riryoku, Terraforming, The Shallow Grave, Trade-In, Twister, Call of the Haunted, 2x Good Goblin Housekeeping, Interdimensional Matter Transporter, Judgment of Anubis, Magic Jammer, Malevolent Catastrophe Now wasn't that fun? Probably not, point is you got it out of the way, got some new stuff, and a good amount of DP (you should have around 5000.) She'll give you the Amazoness Paladin card, unlock a Duel Disk (aptly named the Amazoness Disk), and a new CPU partner (Bastion Misawa.) In addition, you now have 1 of every card with Amazoness in the title. They can be made into a fair deck, but not really with one of each. The Paladin is a fair card at this point without the synergy simply because of its 1700 ATK. Anyways, invest into more Fiery Rage until you pull Alkana Knight Joker... I unfortunately spent all my DP and didn't manage to grab it, if you did you should still try to get 2-3 of the Jack/Queen/King's Knight if you don't (and you probably don't) but maybe you're luckier than I am. Obviously the combination is pretty simple, you want to fuse them together to form the Joker (no and not the Bantam one.) Although it'll need more synergy to be effective, and most importantly a way to do the actual fusion; fortunately Polymerization is in the Dark Legend pack we already have and should be much easier to get... So shuffle your deck around with your new cards and we can finally get to the meat of the game! Alright the rundown is in general, we want to beat each regular duelist five times to unlock the CPU companion, and then we beat that person five times and eventually we'll unlock some packs; but let us take it step by step. Here in world one, we have at the moment 5 available dueling partners; Nightmare Penguin, Birdman Guy, Skull Servant Lord Guy, Plant Guy, and the Sea Monster in the lake. In general, you'll want to focus your attention on the lake whenever you see ripples and do an event there (you'll either get in a duel or a mini-game); after you have beaten him 5 times you don't have to worry about it anymore for now. We just want to get it out of the way, because it'll be much more annoying to find the sea monster 5 times later when you are rounding out your collection. I should tell you that you know, there is no penalty for losing, just don't get frustrated and give up. Also, as you earn DP you should probably go ahead and start rounding out your collection/deck with more from Fiery Rage or others. The main purpose of this guide is to unlock everything, so for the moment you should beat each opponent 5 times. You'll know when, it'll tell you that you have unlocked a new duelist. Eventually we will want to beat them each an addition 5 times, but I don't think it's a good idea for the time being when it'll be much easier when we unlock a few more packs. Spring (Lake Event) Throw in 100DP for a 50/50 chance of getting a card or nothing. Coliseum (Event) Unlock: Beat the opponent with all 13 structure decks to get 1 of eat Amazoness card, Amazoness Duel Disk, and Bastion Misawa duelist in WC mode. Skull Servant Deck: Grandpa's Deck Deck Type: Zombie Card List: To Come Unlock: Beat 2 times for a card (got White Magical Hat) Unlock: Beat 5 times to unlock King of the Skull Servants in WC mode Notes: He has a very simple, poor deck; and any deck with fair cards should make short work of him. He has Call of the Mummy but I haven't seen him use it to bring out anything substantial. He seems to have a deck comprised almost solely of zombie cards, usually for the worst since his zombie cards for the most part, stink out loud. Elemental Hero Knopse Deck: Pretty Plan Deck Type: Stall Card List: To Come Unlock: Beat 3 times for a card (got Elemental Hero Inferno) Unlock: Beat 5 times to unlock Elemental Hero Lady Heat in WC mode Notes: I don't know if stall counts as a deck type, but that is certainly the point of it. Between Kurbiohs, sheep tokens, and other stall tactics he plans to drag the game down as long as possible. Fortunately, he has no real way to win the game or to significantly lock you down, so just push the offensive and you'll eventually beat down his actually puny defense. Nightmare Penguin Deck: Sweat and Tears Deck Type: Bounce Card List: To Come Unlock: Beat 5 times to unlock Reaper on the Nightmare in WC mode. Notes: Basically his deck focuses on returning cards to your hand as frequently and annoying as possible. He will use this with a card called Degenerate Circuit to remove them from play instead; turning it into a removal deck instead. His deck doesn't have strong offense, but it doesn't really matter if you can't do anything. And his monsters have fair defense on top of it. He will play Solemn Wishes to cancel out the life losing effect of Circuit (although taking out Circuit is the better option), so if you can take it out at least you stand a better chance of winning if he locks you down. His deck is overly defensive (unless he gets out Nightmare Penguin and uses it or Abyss Soldier), and once your punch through the rest of the match should be easy. Sonic Shooter Deck: Powerful Twister Deck Type: Wind-Type Beat-down Card List: To Come Unlock: Beat 3 times to unlock a new duel disk (Yellow Academy Disk) Unlock: Beat 5 times to unlock Silpheed in WC mode Notes: Big worry is good early drops which might clinch the game at the beginning (like The Tricky which is a 2000 ATK special summon if you discard one card.) And synergetic cards that boost all wind-types. So as usual, removal is important. But if you get a nice strong creature out he stands little chance unless he uses what little removal he has. Kairyu-Shin (Lake) Deck: Aquapolis Deck Type: Water Card List: To Come Unlock: Beat 3 times for a card (got Pot of Greed) Unlock: Beat 5 times to unlock Water Dragon in WC mode Notes: Like most Water decks his deck relies on a few key cards to make his deck work, and his deck is sorely lacking what he need to have a good chance in an already hard to be effective deck type. My best tip is to keep some removal at hand at all times, if he gets Legendary Ocean + Field Barrier + Tornado Wall you'll be hard pressed to do anything to him; I ended up having to wait until he decked himself out once. Otherwise, his deck shouldn't prove much of a challenge if you are selective about using your removal. After beating each opponent 2-3 times another duelist will show up, a man with a bat wing bludgeoning a small anthropomorphic dinosaur. He won't disappear, so just continue to beat the other 5 duelists. After you have done so, we have one more thing to do before continuing, unlock our first pack. Go into World Championship mode free duel, you should have unlocked six opponents by now; plus the three you get automatically for a total of nine. Basically for now we are going to beat the first three opponents five times each. Just a quick rundown, in WC mode, you don't unlock any extra stuff aside from packs from beating several of them (a couple of exceptions abound.) And the game does keep track of your number of wins and losses, but like DW there is no penalty for losing (you even get a smidge of DP.) Stray Lambs Deck: Like Two Heads? Deck Type: Life Gain/Stall Card List: To Come Notes: Once again, I don't know if he qualifies for having any kind of deck type, his deck is mostly full of random monsters with no synergy; but he uses token generators (Stray Lambs) and life gaining cards otherwise, but as usual with early duelists no real winning strategy. Jerry Beans Man Deck: D.D. Homerun Deck Type: Beatdown Card List: To Come Notes: His deck focuses on removing cards from the game (if he can get them out) and using monsters that have an attack power that is a multiplier of number of cards removed from play. In general, if you can prevent him from removing cards from play he'll be easy; otherwise you may be starting at some very tough creatures. Winged Kuriboh Deck: Hello, Hero! Deck Type: Neo-Spacian Card List: To Come Notes: His deck relies on stall tactics and Neo type cards and returning cards from the field to your hand until he can fuse some decently powerful cards. At some point before beating the first three five times each you'll probably unlock a new pack (Shocking Energy) and be going, 'What, Already?' Unfortunately (or fortunately) this is one of the packs that are unlocked by number of wins (in this case, 50). So ignore it (unless you want to buy some packs from it) and continue on until you unlock the real pack we're here for. The pack you'll get after beating the first three five times is called My Hero and contains some decent warrior/fusion cards (including Breaker.) We could in theory unlock another pack, but it'll be easier shortly so let's return to DW and approach the man beating on the dino-dude. First talk, then select Gigobyte, and then select help, then yes. You'll have to Ante a card, put up a good, rare card you have a second of. You'll lose it if you lose, but we need it to move on. Curse of Vampire Deck: Eternal Spirit Deck Type: Zombie Card List: To Come Unlock: Beat to unlock Curse of Vampire in WC mode. Notes: Much like at least one other duelist you've encountered, he has a zombie-ish deck that focuses on getting out one winning card; in this case a fusion monster. He has a fair amount of fusion material substitution and whatnot and other stall tactics. But unless he gets a good hand, if you push your offense he shouldn't prove troublesome. Afterwards, you'll see a scene of a gate appearing and then you'll see it on the top-left of the map. This is how we'll move onto the next world. For now, ignore it and return to WC mode and beat the next three duelists five times to unlock an additional pack. Reaper on the Nightmare Deck: Perishing Darkfest Deck Type: Fusion Card List: To Come Notes: His deck mostly focuses on stalling until he can get some powerful monsters (such as the card of his title) or fusion monsters on the table. King of the Skull Servants Deck: Rotten Spirits Deck Type: Zombie Card List: To Come Notes: His deck is more like Deck Type: Skull Servant. His deck focuses on powering up King of Skull Servants and stalling until then and then desperately trying to keep him out, even when the card is useless. If you remove his skull servants from the graveyard (either back to the deck or out of game) he becomes completely gimped (even more so). Curse of Vampire Deck: The Curse Deck Type: Zombie Card List: To Come Notes: In general, his deck is similar (same?) to his deck he used in DW but has been toned up a bit, so expect a bit of a challenge but similar tactics just with better cards. After beating those three 5 times you should have 6 free duels beaten 5 times to unlock a new pack: Inhuman Creation. If you're continuing to work on the Knight Joker deck the Command Knight from the pack is a fine addition. We have in theory enough duelists to unlock a third pack in WC mode, but we could just as easily add two more with a forth of the number of duels required; so back to DW! Now, approach the gate, all the gates in the game basically works the same; you'll have five challenges and have to complete at least three of them to continue. Doing all five has a separate award (new duelist), so let's start with the first... I should note that at this point I switched over from the Knight Joker deck to a Gravekeepers deck, Joker deck should be more than capable, but if you have unlocked the 100 Duel Pack (Extreme Wisdom) you can make a fair Gravekeepers Deck using it and it is what I recommend for the next world anyways (although the Joker deck continues to get better with new packs as well). Of course, you're free to use whatever deck you want and tweak as you please; so I digress, let's continue! As usual, we are going to beat all five for maximum rewards (you don't need to beat each five times, just each deck once). Green Guardian - Embust Deck: Open and Close Deck Type: Mask Card List: To Come Notes: His deck uses the mask type cards for some combat control. Reducing attack power, making you pay life each turn, etc... Fortunately, his monster cards are pretty weak (as well, the mask type cards aren't exactly top tier.) Just keep up the offense to overcome his defensive cards. Green Guardian - Embust Deck: Wiggling Beings Deck Type: Insect Deck List: To Come Notes: He uses typical insect strategies, turns your cards into insects, and makes himself immune to insect attacks while injecting cards into your deck that will hurt you into you. Holding back some spell/trap removal or a heavy storm will clinch the match for you. The meanest creature you'll probably see from him will be Chainsaw Insect which has 2400 ATK, but you draw a card when it attacks you (or you attack it); so it's give and take. Green Guardian - Embust Deck: Calm Spirits Deck Type: Spellcaster Deck List: To Come Notes: This deck uses the elemental charmer cards flip effects to take control of the cards on your side of the field. And then can special summon enhanced versions (Familiar Posessed) of the basic charmer cards. The downside is they have to match up to an element, and if you don't have a creature of the proper element they can't control it, and if you simply kill off the creature controlling yours, you get it back. So as usual with these cruddy decks, just push your offense as much as possible, even if they get five monsters out, they really can't grab anymore of yours effectively, can they? After the third duel you'll automatically proceed to the next world; so save and go back to the gate on the first world (you can select the world on the menu of course.) Green Guardian - Embust Deck: Silent Memory Deck Type: Beatdown/Monarch Deck List: To Come Notes: His deck is very offensive, and reasonably effective with the Monarchs. He typically plays Macro Cosmos (even though I don't think he is running Helios) to remove cards from the game when they go to the graveyard, removing the standard fetching cards from effectiveness. Nullifying traps/spells with the Frost Monarch and keeping D.D. Survivor in play pretty much as long as Macro Cosmos is out. I would focus on removing Macro Cosmos to prevent his deck from maintaining full effectiveness and saving removal for when/if a Monarch comes out; otherwise it should be standard fare with against some reasonably powerful monsters. Green Guardian - Embust Deck: Silent Victory Deck Type: Silent Swordsman Deck List: To Come Notes: His deck relies on Silent Swordsman of the varying levels and stalling/deck thinning until he can get it out. Your best strategy is to clear his field to prevent him tributing for level 5/7 and killing off level 3 as soon as it comes out. Either way the card isn't that powerful with a deck that's only focus is getting it out. For beating him all five times you'll unlock Syrus Truesdale in free duel in WC mode. In addition for unlocking the next world you'll get the Rousing Chaos and Absolute Nothing packs. Anyways, go back to world one, you'll probably see a new person on the map in pink (Pikeru). You may have to duel a bit to see her, but when you talk to her you can give her a cute card (I give her baby dragon since I somehow had a couple, although use your judgment for cute cards, be sure to send me yours that worked and I will make a list) that will make another duelist appear (you may have to leave and come back a few times before she appears), she looks similar but is wearing all black (Curran). This is the final duelist for this world. The downside is after beating her, you'll have to give a card to the first girl again (and may have to duel to make her reappear), rinse, repeat to beat her five times. The upside is you'll get a new pack and duelist. My advice is to start beating the other duelists in world one up to ten times. Ebon Magician Curran Deck: Super Burn Deck Type: Burn Deck List: To Come Unlock: Beat 5 time to unlock Dark Magician Girl in WC mode Notes: Typical burn deck strategy/cards. Your main strategy should be pushing offense to get rid of his annoying monsters that burn you and taking out her continuous trap and spell cards that enhance her direct damage. After beating her five times that should be the last one and you should unlock a new duelist (Dark Magician Girl) and pack (Ultimate Light), if you don't unlock the pack you need to go back and check (best way is to check if you have unlocked the WC mode duelists.) Alright, now we should have enough beatable duelists in WC mode to unlock one final pack before actually continuing to world two, so time to do some more 5x dueling. Dark Magician Girl Deck: Magic School Deck Type: Spellcaster/Magician Card List: To Come Notes: Main focus on magician-type cards, Dark Magician, Dark Magician Girl type cards, and even rituals like Magician of Black Chaos. She uses a good amount of spell-cards to help fuel some of her cards that allow her to special summon dark magician. You're spells help as well, but as long as the token gatherers don't reach their key amount, it doesn't really matter. Otherwise, her deck has some simple stall tactics but relies mostly on weak monsters until she can get the big guys out. Elemental Hero Lady Heat Deck: Enchanting Rhythm Deck Type: E-Hero Card List: To Come Notes: This duelist is on the next tier, and is the kind of duelist you should expect in the coming worlds. If you can't beat her, don't worry about it and just come back later to unlock the next pack, she is a huge increase in challenge from the previous duelists. Her deck is E- Hero and actually works fairly well; she fetches fusion monsters with various cards and gets out some very nasty beat-down. Silpheed Deck: One-Step Wind Deck Type: Wind-Beatdown Card List: To Come Notes: Typical element-themed deck. This one relies on wind-type monsters and enhancing all monsters with the quality. Generally the card you most need to be aware of is Raiza the Storm Monarch which will return a card from the field to the top of deck and he has a modest 2400 ATK as well. Secondary you need to deal with cards like Rising Air Current which will increase the ATK of all his monsters by 500. Otherwise, his deck shouldn't hold too many surprises for you at this point. Water Dragon Deck: Undersea Shadows Deck Type: Water Card List: To Come Notes: Typical 'stall till the big guy' deck. This one focuses on using Hydrogeddon and Oxygeddon and a spell card (Bonding - H20) to make Water Dragon. He has some decent removal (Lightning Vortex), Stall (Penguin Soldier and Mist Body) and a decent beat stick who doubles as removal (Abyss Soldier). Of course, as usual for an element-theme deck he uses field cards as well. If you just kill off his geddons it will make it much harder for him to get Water Dragon out. Other cards of note are Nightmare Penguin and Mobius the Frost Monarch. As usual, the best defense is a good offense. After those you will unlock a new pack, Inherited Magic. Now, let's actually move on, I'm sure you want some new scenery. ============================= =WORLD 2 - WORLD OF SUNLIGHT= ============================= Alright, glaringly, you'll see a few duelists across the barren desert...next to the water... river... Nile... by the pyramid... By the Pyramid you'll see the sphinx (we get the point...), he is a sub-gate to get into the pyramid. But first we need to take care of the other regular duelists out here. As I said before, I have switched over to a gravekeeper's deck. There is a fair chance you have the packs required to make this. The big maybe being the 100 duel pack (extreme wisdom) which contains the majority of the cards you need to make the deck-type. If you don't have it, don't worry about it; just throwing out my deck advice that seems to work well. Here is my deck list using cards currently available: Breaker the Magical Warrior, 3x GK Assailant, 3x GK Commandant, 3x GK Spear Soldier, 3x GK Spy, Injection Fairy Lily, 3x Mystic Tomato, 2x Newdoria, Sangan, Fissure, Giant Trunade, Heavy Storm, Mystical Space Typhoon, 3x Necrovalley, 2x Royal Tribute, 3x Shrink, 2x Magic Drain, Magician's Circle, Mirror Force, 3x Rite of Spirit, Solemn Judgement. The three regular duelists you'll see is a woman with a cape blustering in the wind and a purple dinosaur looking like he is being hit by an invisible force. Which is which is pretty obvious... Anyways, beat both the standard five times. Warrior Lady of the Wasteland Deck: Fighting Warriors Deck Type: Soldier Card List: To Come Unlock: Beat 5 times to unlock D.D. Warrior Lady in WC mode Notes: Pretty simple warrior theme deck and may contain some good ideas about cards to use if you are continuing to use the knight joker deck. Otherwise, it's a pretty simple deck that relies on cards boosting/protecting each other and beating you down. Kabazauls Deck: Today's Dino Deck Type: Dinosaur Card List: To Come Unlock: Beat 5 times to unlock Sabersaurus in WC mode Notes: Basically his deck is almost completely dino-type monsters and spells/traps that rely on them. His big winner is Ultimate Tyrrano which attacks all monsters on your side of the field and has a nice ATK power (3000) and he has at least one method of getting it out from his deck. He also has Super Conductor Tyranno which can do direct damage and has a higher ATK thant the Ultimate, his main ability is he can sacrifice a dinosaur to deal 1000 damage to you. Other cards of note are Black Tyranno, Volcanic Eruption, and Tyranno Infinity. He also has a fair bit of removal and bounce to stall until he gets out his big guns. He can get some nasty things out fairly quickly in the early game thanks to gilasaurus, so watch yourself and try not to get overrun. After beating both five times, you'll unlock a new pack (Dragon Destroyer), you also may notice a yellow monument/tomb-stone like thing in the upper left hand corner. This is the first of a few summon challenges, where you must summon some specific creature and then win the duel (IE you can't just win.) So it's there to test your deck building abilities. For now, making an effective deck around Exxod is probably more trouble than it's worth, so we'll come back later for it. You may also note some ripples in the water like in the first world, and there is something similar. You can pay 200DP to fish and then pick a spot (random), and then you may get something or get in a duel... Mech Bass Deck: Water Hazard Deck Type: Water Card List: To Come Unlock: As far as I have heard, beating him unlocks nothing. Notes: Typical water deck, uses Terraforming to fetch A Legendary Ocean, Mother Grizzly to search and thin out his deck, and some fair water beat-down cards. Next, to the Sphinx! The Sphinx has five challenges, much like the gateway; and much like the next gateways his challenges are different than the previous. This one has five duel puzzles, and like before you only need three to continue. They test your ability to be efficient and make the most out of a bad situation. And for all of them you have a single turn to win and are basically put in the middle of someone else's duel and told to win with what they have. I should note you can see all of your opponents cards, face down or otherwise. As usual, go ahead and do all five for maximum unlocking. Here are the solutions if they help or if you need a hint. Puzzle 1: 1. Use the alien infiltrator on your lefts special ability and move it over one box to the left. 2. Now use the Senet Switch cards on the field to move it all the way to the left box. 3. Activate Blasting Fuse. 4. Use Mystical Space Typhoon on his last trap (Mirror Force.) 5. Do the same as before with your remaining alien infiltrator, moving him to the last box on the left. Remember to use his special ability and the Senet Swtich in your hand. 6. Enter the battle phase and attack his life points directly for the win. Puzzle 2: 1. Summon Crystal Beast Topaz Tiger from your hand, and activate torrential tribute as you do. Make sure to activate the effect of the Topaz Tiger afterwards. 2. Then activate Crystal Blessing and use it on both Crystal Beast Sapphire Pegasii. 3. Activate Crystal Beacon targetting Crystal Beast Ruby Carbuncle. 4. Activate the effect of Carbuncle as it comes into play, targetting all the monsters in your spell/trap zones. It doesn't matter if you activate the Pegasus' special ability or not. 5. Attack with all monsters for the win. Puzzle 3: 1. Summon Blazewing Butterfly. 2. Use Super Double Summon on Blazewing Butterfly. 3. Activate the ability of Blazewing Butterfly to summon Doom Shaman. 4. Activate the ability of Doom Shaman to summon Archfiend of Gilfer. 5. Enter the battle phase and have Gilfer attack Megacyber. Activate Gilfer's effect upon dying and use it on Blowback Dragon. 6. Attack Blowback Dragon with Doom Shaman for the win. Puzzle 4: 1. Activate Natural Disaster. 2. Summon Cloudian - Cirrostratus 3. Activate Cirrostratus' effect, destroying a Blue-Eyes White Dragon. 4. Activate Rain Storm, and selecte Destroy 2 cards; target one of his trap cards and the remaining Blue-Eyes White Dragon. 5. Activate the remaining Rain Storm, and select Destroy 1 Spell or Trap card, targetting the opponents only one remaining. 6. Use Book of Moon on the Eye of the Typhoon, then flip him back up. 7. Enter the battle phase, attacking with Typhoon and activating his ability. Then attack with Cirrostratus. 8. Last, activate fog control, sacrificing Typhoon and placing the counters on Cirrostratus. 9. Then go into main phase 2 and activate his ability, destroying the final monster and winning the match. Puzzle 5: 1. Summon Alien Skull (do not Special Summon) 2. Activate "A" Cell Scatter Burst, sacrificing Alien Mother. Put one counter on Blue-Eyes Ultimate Dragon, One on Blue-Eyes White Dragon and the rest on one of the Armored Zombies (all on the same one). 3. Activate Brainwashing Beam, using it on Blue-Eyes Ultimate Dragon. 4. Activate Mist Body, equipping it on the Armored Zombie you put the counters on. 5. Enter the battle phase and attack the Armored Zombie you've done all this to with all your monsters. After attacking with the 3 monsters stay in the battle phase and activate Interdimensional Warp; taking his Blue-Eyes White Dragon in exchange for one of your monsters (which doesn't matter.) Then attack the Armored Zombie one last time for the win. For completing all five puzzles you unlock Maximullion Pegasus in WC mode free duel. Now enter the Pyramid; you'll see up to three duelists and a chest. The chest, like most of these kinds of things will either give you something for free or a big duelist in your face. The duelists are a bandit looking guy (Don Zaloog), a guy wearing an Egyptian animal mask (Gravekeeper's Commandant), and a zombie with white hair (Dark Dust Spirit). Gravekeeper's Commandant Deck: Defense Ready! Deck Type: Gravekeepers Card List: To come Unlock: Beat 5 times to unlock Gravekeeper's Chief in WC mode Notes: A rather plain Gravekeeper's deck, which should be an interesting match-up if you're using that decktype as well. If you aren't, taking out Necrovalley is the obvious choice as it boosts all his monsters and most of his cards special abilities rely on it being on the field as well. Otherwise, not much advice I can throw out aside from the usual 'be aggressive'. In my opinion, he is the most challenging of the three main duelists in the Pyramid. Dark Dust Spirit Deck: Impure Beings Deck Type: Zombie Card List: To come Unlock: Beat 5 times to unlock Hino-Kagu-Tsuchi in WC mode Notes: Quite simple Vampire/Zombie deck. His main card is Dark Dust Spirit of course; and he will try to stall and use his other Zombie cards until he can blast everything off the field and then attack for some decent damage with Dark Dust Spirit. Other notable cards are Vampire Genesis, Vampire Lord, and Spirit Reaper. Dark Dust Spirit returns to his hand though, for better or worse; but when it does the field should be pretty clear and open for a powerful counter-attack for at least a turn. Don Zaloog Deck: The Culprit's Here Deck Type: Warrior/Dark Scorpion Card List: To come Unlock: Beat 5 times to unlock Dark Scorpion - Meanae the Thorn in WC mode Notes: His deck mainly relies on the warrior-type Dark Scorpion Cards. He also has some standard removal (Lightning Vortex) and warrior-type cards (Reinforcement of the Army). None of the Dark Scorpion cards have very high stats, but become very annoying when they do any actual damage to you, so playing a bit defensive may pay off a bit here if you are having some trouble. After beating each of those three once another duelist may appear, this is the big boss guy of the Pyramid... Spirit of the Pharaoh Deck: Young & Immortal Deck Type: Zombie Card List: To come Unlock: Beat him once to unlocks him in WC mode Notes: Are you tired of Zombie decks? I know I am! At least his deck is a bit more original than the others, it focuses on Summoning the...well, Spirit of the Pharaoh. Basically by getting out the first, second and third sarcophagus' cards he can special summon them. Even so, the Spirit of the Pharaoh isn't exactly what I would call a powerful card. It has some fair stats (2500ATK) and an interesting ability but the deck doesn't really seem to make the most of it, if that is possible. The easiest way to cripple his deck is to use some spell/trap removal on the sarcophagus cards so he can't even get him out. Beating him unlocks him in WC mode and allows the game to continue (which is the main part.) Outside you'll probably notice some sand creature drooling on a small pyramid, that is where we will go next to continue the 'story'; but we have some other side stuff to do first, so make sure you go back and beat the three duelists in the pyramid five times first so you don't forget... While we could unlock a new pack right now we can unlock a new duelist very easily. So go ahead after finishing up the pyramid and talk to the strange desert creature... Choose 'step in to help' and you'll get into a duel. Sand Moth Deck: Rock Star Deck Type: Rock Card List: To Come Unlock: Beating him unlocks Sand Moth in WC mode Notes: Simply rock beat-down deck with a good emphasis on special summoning with cards like Gigantes. No real powerhouse cards aside from the Rock Monarch that I saw. Next, back to WC mode to unlock some more packs. We only need to beat the next five for the next pact, and after that we should be able to get 2 more packs fairly quickly. Spirit of the Pharaoh Deck: A Pharaoh's Spirit Deck Type: Zombie Card List: To Come Notes: His deck is pretty similar (possibly the same) as before, and your same strategies and tactics should work just as well here. Hino-Kagu-Tsuchi Deck: Burning Warning Deck Type: Fire Card List: To Come Notes: His deck contains a variety of stall spells and monsters, deck thinning and some fire beat-down. Glaringly, he has one card that you should fear; Uria, Lord of Searing Flames. This card has 1000ATk for each continuous trap in his graveyard... which as you can imagine can be quite an impressive number. Fortunately, his only real method of putting these cards into the graveyard is if you help and the actual summoning of Uria (which requires he 'sacrifices' three face-up trap cards.) Your best bet is saving removal for Uria himself; although I wouldn't recommend using traps since he can destroy one face down spell/trap per turn. Your other bet is simply destroying as many of his traps as possible so he can't even summon Uria. Dark Scorpion - Meanae the Thorn Deck: You Ready? Deck Type: Hand Control Card List: To Come Notes: Pretty straightforward deck that focuses around using traps to make your discard, return cards to deck, etc... And then using monsters to either stall or bring back these cards. And in general just tries to be annoying. Not much of an offensive deck aside from a glaring Firestorm Monarch. Not much lockdown capability though, so just get those cards on the field and 'b.e. aggressive.' Gravekeeper's Chief Deck: Gravekeeper Deck Deck Type: Gravekeeper Card List: To Come Notes: Pretty much the same gravekeeper's deck as before, the same strategy works here as well. Sand Moth Deck: My Kingdom Deck Type: Beatdown Card List: To Come Notes: Good mix of beat-down high ATK power cards with a focus on earth-type. For some reason I found this deck to be a fairly hard match-up against my Gravekeeper's deck because of his high ATK monster and opposing field cards. My best advise is to throttle some removal for his high attack monsters and focus on taking out his field cards. At this point you should unlock the next pack, Pitch-Dark Virtue. Probably sometime in there you also unlocked another pack (Bringer of Light) and another clothing item (T-Shirt) for having 200 total duels as well. If not, don't worry about it, you'll get it automatically at some point in the future. Okay, back into the water. Usually I request you go ahead and beat them all five times as quickly as possible, but because we are a stones throw away from the next world (and the two packs you get), I'm simply requesting you beat them once for now (although feel free to beat them the usual amount of you feel obliged. Abyss Soldier Deck: The Lost City Deck Type: Water Card List: To come Unlock: Beat 5 times to unlock Chrysalis Dolphin in WC mode Notes: In my opinion, probably the best water deck yet. Has some very nice water beat-down cards, but other than being buffed up a bit, it isn't anything new. As usual, it is overly reliant on field cards. Maiden of the Aqua Deck: Deluge Deck Type: Water Card List: To come Cards Received: Thousand-Eyes Restrict (3 duels), Umi (4 duels) Unlock: Beat 5 times to unlock Aquarian Alessa in WC mode Notes: A much more fair deck than the previous, has a few more larger beat-down cards though Serpent Warrior of Darkness Deck: Watery Soldier Deck Type: Water Card List: To come Unlock: Beat 5 times to unlock Kaiser Sea Horse in WC mode Notes: This one focuses more on the lock down approach, using A Legendary Ocean + Tornado wall to make all damage he takes zero; meaning the game drags substantially unless you use some removal. Glaringly, this strategy doesn't prevent you from just killing his monsters. Afterwards, another duelist should appear... Otohime Deck: Memory of the Sea Deck Type: Card List: To come Unlock: Beat once to unlock Otohime in WC mode Notes: A strong focus on using multiplication like monsters like Giant Germ and Nimble Momonga; discard via drop off and summoning powerful monsters using Mausoleum of the Emperor. Best solution other than the standard tactics is to remove the Mausoleum. Afterwards, she will show you to the gate... This is a bit different than last time, but same idea; winning three times unlocks the next world... Unlike the last one this isn't a simple duel against different decks, this one instead has special conditions or special ways your deck must be made. Here are some tips before we actually get to the challenges. I should note that these rules apply to the opponent, so you can imagine how they are going to abuse some of them. Okay the first is 40 card deck... okay, this should be a nothing challenge; your deck should have 40 cards already. 2000LP, aside from just being careful and not relying on cards that are fueled by Life Points (take out that Fairy Lily!) you shouldn't need much of a change. Only monsters is a bit of a challenge; unless you're really creative you're stuck with regular/effect monsters. I personally used a sphinx type deck to return monsters to his hand, it took a few tries before I got it off, but once I did it was pretty simple. Spells forbidden... my strategy was to basically take the deck I used on the monster challenge and substitute in creatures/traps that negated traps (Jinzo, Royal Decree, etc...), since that is what his focus is on. 3 of each card... well aside from being annoying and making you change your deck a bit it isn't a particularly hard challenge. It may require you to do some pack buying or some creative editing though. Shell Guardian - Savan (40 Card) Deck: Midnight Thunder Deck Type: Thunder Card List: To come Notes: Nothing really of note here aside from him using a thunder themed deck which is a first for the game so far. Shell Guardian - Savan (2000LP) Deck: Wanna Dance? Deck Type: Burn/LP Gain/Stall Card List: To come Notes: Pretty simple deck with an emphasis on defense and raising his life points and burning your paltry 2000LP with direct damage spells. As I said before, the condition applies to him as well, so get in his face early before he has a chance to setup. Shell Guardian - Savan (Only Monsters) Deck: Prehistoric Drum Deck Type: Beat-down Card List: To come Notes: Uses a good amount of deck thinning/fetch cards along with some strong tributes and good monsters. He has most of the monarchs and even cyber dragons. I cant offer much strategy because of the nature of the duel, all you really need to know is if you slow down the game is pretty much finished; he simply has cards that are much better than you have currently available. Thin out your deck and save some of those removal monsters for the big guys. After beating 3/5 you'll unlock the world of civilization and the next two packs; Never Setting Sun and Thirst to Destroy. I also unlocked Bandit Keith in WC mode for having 1000+ total summons at this point. Shell Guardian - Savan (Spells Forbidden) Deck: Prohibited Trap Deck Type: Trap/Anti Trap Card List: To come Notes: Uses a wide variety of traps and trap immune monsters. If you took my advice from before you probably don't have many traps to worry about the monsters. Focusing on taking out/negating his traps and he should be easy. Shell Guardian - Savan (3 of each card) Deck: Back, You Beast! Deck Type: Beat-down Card List: To come Notes: Simple deck using non-tribute, high ATK monsters to beat you down and then some removal if they run into something strong. The deck isn't good and the monsters are pretty mediocre, it shouldn't be too much trouble unless the rule of the match makes it hard for your deck to fit in. For beating all five of the World 2 gate challenges you unlock Alexis Rhodes in WC mode. Okay, we have 2 more packs to unlock before continuing to the next world. So at this point go back and beat the duelists in the water the standard 5x each (I covered the basic strategies/info on them about a page back.) Somewhere in there I unlocked Tournament Level 1 as well. After beating all the water duelists five times each you'll unlock a new pack (Out of the Abyss) and another deck challenge stone (which you should see immediately in the water.) Ignore the stone challenge for now, and instead do the Level 1 Tournament in WC mode five times. This'll get some duels out of the way and earn you a new pack as well. The tournament pits you again 7 other duelists, most of which you have already beaten down. It's single elimination with three rounds, so if you lose once you're out. If you're pondering what the normal and fast options are, basically thats for when the opponents are dueling each other and you watch; it determines the speed of their duels (I recommend fast.) Otherwise, it's pretty normal dueling. The pack you unlock is Menacing Ruler. After that, go back to the regular WC mode and finish off some of the duelists we unlocked earlier (you'll have a regular one to spare); you should have gotten some of the duels out of the way in the tournament already, saving us some time. Otohime Deck: Otohime World Deck Type: Beat-down Card List: To come Notes: Uses a mixture of special summoning and other cards that do special effects and then return to hand. Of course, this is the big opening you should take advantage of if she doesn't have stall cards out on the field. Kaiser Sea Horse Deck: Natural Power Deck Type: Light-Type Beat-down Card List: To come Notes: Beat-down deck focusing on light-type monsters, contains light related field cards and some pretty powerful tribute summons; his deck also contains a good amount of removal like torrential tribute and sakuretsu armor. Aquarian Alessa Deck: Dripping Water Deck Type: Water Beat-down Card List: To come Notes: Lots of stalls and deck thinning with some decent removal thrown in and some decent power creatures like a monarch and Neo-Daedalus. Also watch out for the frog swarm. Chrysalis Dolphin Deck: Contact Impact Deck Type: Water Beat-down Card List: To come Notes: Yet another Water deck, only thing really different is some frankly useless cards in his deck (Chrysalis Dolphin for example...) and Daedalus. Sabersaurus Deck: Creataceous Deck Deck Type: Dinosaur Card List: To Come Notes: His dinosaur deck has a focus on removing cards from play in order to power-up a few of his dinosaurs. Around this point I unlocked Mai Valentine as well for having at least 750 spells activated. The pack you unlock is King of the Ark. Alright, we're done for World 2 in WC mode for now. ================================= =WORLD 3 - WORLD OF CIVILIZATION= ================================= Okay, this one isn't quite the barren wasteland as the last. As usual, you'll start in this one area and the map will expand like the last world. You'll see the regular duelists... You might also see a woman on the map (The Unhappy Maiden), you can give her healing cards and eventually you can unlock her as a duelist in WC mode, so every time you see her, give her a card. Otherwise, pretty standard stuff, you're going to want to beat every duelist in the world five times for a pack eventually, so we might as well get started early... But for the most part I try to get through this world as fast as possible because the packs for unlocking the next world are quite good and the world isn't particularly long. For now I just picked on Great Angus (the reddish humanoid) and gave the unhappy maiden cards in-between each duel. Great Angus Deck: Let the Fire Burn! Deck Type: Burn Card List: To come Cards Received: Nimble Momonga Unlock: Beat 5 times to unlock Vortex King in WC mode Notes: Nothing fancy, just your typical burn deck. Watch out to not get locked down by Level Limit, it can drag out the game quite excellently (I had to deck him out at least once.) After giving The Unhappy Maiden 4000 LP worth of cards she'll give you her cards (...The Unhappy Girl and The Unhappy Maiden); also you'll unlock her in WC mode. Anyways, after that go back to World One and you'll see a new duelists, a small, dark creature... You'll probably notice another stone as well, ignore it for now and approach the creature. Next to to world two and enter the pyramid to see another strange creature, approach it as well... Ojama Green Deck: Mischievous Trio Deck Type: Ojama Card List: To Come Notes: His deck is reliant on stall cards (lots of em), a couple of gambling cards to increase his stay and then some direct damage. His ultimate goal is to just Ojama King which makes some zones unusable... So his purpose it to lock you down and then blast you or beat you to death with the King. A good heavy storm is enough to destroy his deck or even a well placed mystical space typhoon. Win or lose the same thing happens, so don't fret if you do lose. Return to world three... You should see a yellow creature being repeatedly blasted by some strange mech, save it, quick! Blowback Dragon Deck: Locked on You Deck Type: Gambling Card List: To Come Unlock: Beat to unlock him in WC mode along with Ojama Yellow Notes: A deck that relies on the unreliable, coin flips, dice rolls, etc... Has cards to get more, re rolls, etc... The deck focuses on using Blowback Dragon to destroy your cards and then swing for some good damage. Not a lot of tips, deal with his cards that give him re rolls; the deck shouldn't be terribly troublesome unless he just gets lucky (although I guess that's the point!) Afterwards, you'll be approached and a new building will appear on the field. Visit it for some duels... Inpachi Deck: Giant Lumber Deck Type: Beat-down Card List: To Come Notes: I'm not sure of much strategy advice I can offer you... I burned about 5 turns in a row waiting for him to do something without much luck, if you're experience is anything like mine he shouldn't even prove to be a threat unless he draws an amazing hand. Blazing Inpachi Deck: Melody of Fire Deck Type: Special Summon/Beat-down Card List: To come Notes: I had a bit more luck with this version; his deck seems to rely heavily on special summoning or using 'trap monsters'. He contains some decently annoying stall, and his beater seems to be using Mausoleum to summon Hino-Kagu-Tsuchi. All in all, quite a spell/trap abuser, so make sure to use that against him. Woodborg Inpachi Deck: Spirited Folkdance Deck Type: Fire Card List: To come Notes: A fire theme deck with a mixture of burn cards and stall, pretty typical fare for quite a few duelists in this world, and his deck isn't from my experience the best of them, but he is improving... slowly... Anyways, he'll ask for a favor; say yes of course... After that the cave area of the map will become unlocked. Inside the cave, approach the dinosaur creature... Volcanic Slicer Deck: Charring Volcano Deck Type: Burn/Removal Card List: To come Unlock: Beat 5 times to unlock Volcanic Doomfire in WC mode Notes: A deck with a lot of removal whose side point is to burn you down using his cannon(s) and returning/reoccurring cards. Take down his continuous spell cards and wail on him. After that one duel the flame butterfly, it it isn't there leave and come back until it does... Blazewing Butterfly Deck: Sinister Flame Deck Type: Gemini/Bea-down Card List: To come Unlock: Beat 5 times to unlock Il Blud in WC mode Notes: Uses a mixture of Gemini monsters and zombie beat-down along with a fair amount of card return to use with Card of Safe Return. Throw in some Different Dimension removal and he should have a hard time. Next face the flaming blue humanoid... Spirit of the Six Samurai Deck: Samurai Mayhem Deck Type: Six Samurai Card List: To come Cards Received: Makyura the Destructor Unlock: Beat 5 times to unlock Great Shogun Shien in WC mode Notes: Uses the Six Samurai cards and other warrior support cards to use a variety of powerful effects. On a lucky turn he can get out three powerful samurai in one turn. I recommend using stall cards to your advantage in this match and a good amount of removal or trap negation. He has some very good support cards in there and can turn around the entire match with one trap (Backs to the Wall.) After the battle he'll give you Limiter Removal, return to the lab and give Limiter Removal to Kozaky to meet an old friend in a bad mood... Giga Gagagigo Deck: Gigagiga Heart Deck Type: Warrior Card List: To come Unlock: Beat once to unlock Kozaky in WC mode Notes: A rather bland Warrior toolbox type deck with a lot of typical warrior deck staples like D.D. Warrior Lady, Exiled Force, etc... After the battle Kozaky will show you to the gate. The condition in this battle is that you will fight several duels in a row and you will not gain life-points in-between; this will test our decks speed, effectiveness and reliability. On the upside you start with more than usual. Speed Guardian - Ferrario (Deck 1) Deck: Bouncy Guardian Deck Type: Bounce/Stall Card List: To come Notes: Deck title says it all, his deck relies on cards that bounce cards from the field to your hand like Penguin Soldier and 'Begone, Knave!' He doesn't have a real strong defense otherwise, so push your offensive. Speed Guardian - Ferrario (Deck 2) Deck: 10 karats Deck Type: Destiny Hero Card List: To come Notes: His deck revolves around using Diamond Dude to dump spell cards into the graveyard and then activate them without paying the usual costs associated with their activation. Without Diamond Dude he is pretty much hosed, so take out Diamon Dude and you'll take him out soon thereafter. Speed Guardian - Ferrario (Deck 3) Deck: Like a Phoenix Deck Type: Zombie Card List: To come Notes: Typical zombie deck, the main theat is by this point you're probably low on life already, so try to conserve and not rush headlong into too much damage. After that you'll automatically proceed to the next world, be told the tag rules and be forced into a duel. #1 Mythical Beast Cerberus Deck: Breath of Fire Deck Type: Beat-down Card List: To come #2 Darkblaze Dragon Deck: The Raging Fire Deck Type: Dragon Beat-down Card List: To come Unlock: Axel Brodie in WC mode (even if you lose) Notes: It's a bit (a lot) harder writing strategies for tag duels; basically they use Mausoleum to special summon powerful monsters. Unfortunately, your duel partner for this first battle is pretty terrible and I've yet to win this very first match. Win or lose, it doesn't really matter; it's just a warm-up for this next world. You'll unlock a bunch of stuff at this point; Tag Duels, Axel Brodie in WC mode, two new packs (Sleeping Tomb and Ultimate Darkness), a new outfit (White Jacket), and a new duel disc (Axel Brodie Disc). As far as the Tag Duels go; for duels partners you can use ghosts as partners (if you have any), the free one you just got, or any character you have beaten at least 10 times. I recommend using a partner who has a similar deck or relies on cards that boosts yours as its no fun to compete with your tag partner to see who can destroy each others field cards and so on. In my opinion the best one you could have would be Jaden's ghost. Just as a note to me and you, in the Tag Free duel you have 3 opponents already; Dangerous Pair (Marshmallon/Spirit Reaper), Invasion of Flames (Mataza the Zapper/Armed Samurai - Ben Kei), and Barbaric Pride (Amazoness Tiger/Amazoness Chain Master). I did unlock the D.D. Invitation (Yubel/Marcel Bonaparte) tag duel shortly thereafter, but I have no idea on the exact conditions and my record showed nothing that might be it, so if anyone knows the exact condition, please tell me (I think it might be related to having a lot of DP.) Regardless, we're not moving on just yet. Put a water deck together with Neo-Daedalus, you should have enough cards to build something decent by now for the stone challenge in World 2 in the water. Remember you need to summon Neo-Daedalus to win. Stone Challenge: Ocean Dragon Lord - Neo-Daedalus Deck: Ocean Lord Deck Type: Water Card List: To come Unlock: Beat to unlock Atticus Rhodes in WC Mode Notes: Ironically his deck is probably about the same as yours, as is basically the case with all the Stone Challenges. So you should watch out for Daedalus as well, but both decks support each other to some degree with field cards and the like, so it basically comes down to who has the better deck; if either gets out Neo-Daedalus the game is probably over. If you want to see the deck I used for this challenge here it is; not great and could use some cards from future packs but beat it fairly easily although not quickly. My Daedalus Deck: Monsters: 2x Sea Serpent Warrior of Darkness, Abyss Soldier, 3x Amphibious Bugroth MK-3, 3x Hydrogeddon, Levia-Dragon - Daedalus, 2x Mermaid Knight, 3x Mother Grizzley, Ocean Dragon Lord - Neo Daedalus, 3x Oxygeddon, Penguin Soldier, 2x Water Dragon. Spells: 3x A Legendary Ocean, 2x Bonding - H20, Giant Trunade, Heavy Storm, Lightning Vortex, Mystical Space Typhoon, 2x Salvage Traps: Dust Tornado, Gravity Bind, Magic Cylinder, Sakuretsu Armor, 3x Tornado Wall Next is the Stone Challenge... of Stone with Exxod. Stone Challenge: Exxod, Master of The Guard Deck: Solid Defnse Deck Type: Rock Flip Effect Card List: To come Unlock: Beat to unlock Marcel Bonaparte in WC mode Notes: Pretty much the same thing as before, it all comes down to deck quality and skill vs the computer doing the same. Here is the deck I used if it gives you any idea, once again, it definitely has room for improvement. It focuses on using Exxod to deal damage via flip effects that can be repeated, although it has a backup which really isn't effective for the challenge. My Exxod Deck: Monsters: 2x Ancient Lamp, 2x Exiled Force, Exxod, 3x Giant Rat, 2x Gigantes, Granmarg the Rock Monarch, 2x Guardian Sphinx, Marshmallon, 3x Medusa Worm, 3x Moai Interceptor Cannons, Stone Statue of the Aztecs Spells: Book of Moon, Brain Control, Canyon, Chorus of Sanctuary, 2x Ectoplasmer, 2x Hammer Shot, Magical Mallet, Mystical Space Typhoon, Premature Burial, Scapegoat, Swords of Revealing Light Traps: Magic Drain, Needle Wall, 2x Ordeal of a Traveler, 2x Solemn Judgment Okay, that's all the stone challenges we can do for now, the one in World 1 requires Master of Oz which is in a pack we don't have... yet! So lets get to work; head back to World of Civilization and duel everyone on the first map five times, in addition to Angus I covered before, here they are: Luster Dragon Deck: A Dragon's Way Deck Type: Dragon Card List: To come Unlock: Beat 5 times to unlock Luster Dragon #2 in WC Mode Notes: Masked Dragon, Armed Dragons of all levels, spells with dragon artwork, dragon buffs, etc... if they exist they might be in this deck. The card you need to watch out for is White-Horned Dragon if you have many spell cards in your graveyard, it can become massively powerful. The Armed Dragons can be quite effective as well. Stronghold the Moving Fortress Deck: Follow the Symbol Deck Type: Gadget Card List: To come Unlock: Beat 5 times to unlock Gear Golem the Moving Fortress in WC mode Notes: His deck relies on the very synergetic Gadget Machine cards to get some very impressive attack power out fairly quickly. Other than that he has a good amount of removal and likes to remove cards from play. Fox Fire Deck: Fiery Chariot Deck Type: Burn Card List: To come Unlock: Beat 5 times to unlock Molten Zombie in WC mode Notes: Typical burn deck, which you've had to deal with at least twice before now. Big card of note is Ultimate Baseball Kid. After that you should unlock the Beyond Ultimate pack. In addition another Stone Challenge will appear, we'll get to that later as well. Go inside the cave and finish the duelists off in there as well (I covered them before in brief.) There are two other 'events' in this world I haven't covered. There is a golem that appears near the apex of the volcano occasionally who will duel you and give you a card if you win. I should note there is a trick where if you say no when he asks if you want to duel he'll tell you a different card the next time you talk to him; so you can cycle to get a reward you want, but they are all fire type cards. The other is the blacksmith in the cave who will forge you a 'weapon.' You'll have to pay him for the weapon afterwards, and he won't be happy if you don't... Anyways, after all that you'll have a ton of duelists unlocked. At this point I do the new Stone Challenge in World 3 for VWXYZ-Dragon Catapult Cannon. Stone Challenge: VWXYZ-Dragon Catapult Cannon Deck: Combined Order Deck Type: Union Beat-down Card List: To Come Unlock: Beat to unlock Chazz Princeton in WC Mode Notes: Typical challenge, if you can't win, I recommend you relentlessly steal his strategies and use them against him. If you're interested in the deck I used, here it is. It basically revolve around removing the fusion cards from the game and then returning all five of the cards you need to the field to get the big guy out in one go. Monsters: 3x V-Tiger Jet, 3x X-Head Cannon, 2x Magical Merchant, Morphing Jar, 2x Reflect Bounder, 2x Shining Angel, 2x UFOroid, 3x W- Wing Catapult, 3x Y-Dragon Head, 3x Z-Metal Tank Spells: Card Destruction, Dimension Fusion, Heavy Storm, Lightning Vortex, Mystical Space Typhoon, 2x Soul Release, Swords of Revealing Light, Twister Trap: 2x Draining Shield, Mirror Force, 3x Return from the Different Dimension, Ultimate Offering Fusion: 3x VW-Tiger Catapult, 3x VWXYZ-Dragon Catapult, 3x XY-Dragon Cannon, 3x XYZ-Dragon Cannon, 3x XZ-Tank Cannon, 3x YZ-Tank Dragon Anyways, next to unlock the pack containing the Master of Oz, it's time for some free duel fun! We need to beat a whopping 10 duelists 5 times to unlock the next pack! We should have some to spare afterwards, but it's time to get busy! This is a great opportunity to practice your deck construction skills, you should be able to make quite a few different deck types with the cards available to you now. The Unhappy Maiden Deck: Stop Fighting! Deck Type: Stall Card List: To come Notes: Il Blud Deck: Zombie Crazy Deck Type: Zombie Card List: To come Notes: Gear Golem the Moving Fortress Deck: Second Gear Deck Type: Gear Golem Beat-down Card List: To come Notes: Woodborg Inpachi Deck: Express Your Love Deck Type: Card List: To come Notes: Ojama Yellow Deck: Yellow Mischief Deck Type: Card List: To come Notes: Luster Dragon #2 Deck: Dragonic Attack Deck Type: Dragon Beat-down Card List: To come Notes: Molten Zombie Deck: Fan the Flames Deck Type: Card List: To come Notes: Volcanic Doomfire Deck: Volcanic Eruption Deck Type: Card List: To come Notes: Blowback Dragon Deck: Gambling Addiction Deck Type: Luck Card List: To come Notes: Kozaky Deck: Goodbye Kozaky Deck Type: Card List: To come Notes: At some point in there you may unlock a new outfit, the Yellow Uniform, for having 400 total duels. Also you can unlock Yami Bakura in WC mode for having 500 total traps activated. After beating them all down you get the pack; Rumbling Thunder. So time for the Master of Oz challenge in world 1. Stone Challenge: Master of Oz Deck: Aussie Deck Deck Type: Beast Beat-down Card List: To come Unlock: Beat to unlock Tyranno Hassleberry in WC mode Notes: In my opinion, this is the easiest Stone Challenge yet. As usual, I can't offer you too much advice aside from how you should build your deck. Master of Oz is pretty easy to fusion, he has no special conditions at all; so I recommend throwing in the standard spell/trap staples, Master of Oz, Polymerization and cards that grab it from your deck, some deck thinning, and finally a ton of fusion substitution monsters. Unless he gets lucky, it should be a piece of cake. Anyways, we're done with the side stuff for now. ============================= =WORLD 4 - WORLD OF DARKNESS= ============================= Welcome to World 4! In this world, all the duels are tag duels. It's explained briefly in-game; the basics is that you have a partner you'll be dueling with. Unfortunately, the AI is dumb as a brick. In the options menu you can set your tag partner... Any duelist in the game (save the tag duelists) can be unlocked as your tag partner by beating them 10 times. You should pick a partner who runs a similar or who uses cards with synergy with yours. If you have WIFI you can use ghosts as duelists as well, I personally use Jaden who is downloadable off Wifi as a ghost. There is little to unlock in this world save 1 pack needed for a stone challenge and some awesome packs are opened up for clearing it and can be earned in the next world, so we are going to try to get through this as quickly as possible and then come back later when we have some better cards. For now beat these three duelists 1 time each.I also don't know if I'll ever be able to fill out the deck lists for tag duelists either since it would be very hard to both deck both of them out and differentiate the cards of each deck. Goe Goe the Gallant Ninja & Lady Ninja Yae Decks: Stand-Alone Village/Ninja Spy Deck Types: Ninja Beat-down/Wind Beat-down Card List: To Come Unlock: Notes: Uses Ninja Cards (Their names/strike ninja/etc...) and wind- beatdown monsters and the typical synergy field cards; overall probably the easiest of the three starting duelists by a fair margin. Mythical Beast Cerberus/Darkblaze Dragon Decks: Breath of Fire/The Raging Fire Deck Types: Dragon/Beast Beat-down Card List: To Come Unlock: Notes: They use a variety of effects to bring out powerful monsters, mostly via resurrection cards and Mausoleum of the Emperor. They work together fairly well, dumping monsters into the graveyard (Foolish Burial) and then bringing them into play. Vanity's Ruler/Vanity's Fiend Decks: Law of Victory/Triumphant Law Deck Types: Beat-down Card List: To Come Unlock: Notes: Their decks focus on getting out... well, the cards of their names and keeping them out. They use cards like Ultimate Offering to get them out very quickly, and one will usually hit the board on turn 2 if they get a good hand with ultimate offering. They also have plenty of stall (Gellenduo) and traps/quick-play spells to make getting rid of them difficult in combat. In addition there is a chest which might show up, which may either be some free stuff or a nasty duel with a mimic. After that talk to the guy that's always on the map by himself (Renge) and you'll get in another duel. Ante up a Dark World card, hopefully you should have at least one (Dark World Lightning.) Zure, Knight of Dark World/Kahkki, Guerilla of Dark World Decks: Dark Times/Underworld Deck Types: Dark World Card List: To Come Notes: Uses a dark-type deck focusing on the Dark-World cards, fortunately they don't use them to their full advantage most of the time. In addition to the dark world special summon cards uses a variety of other dark-theme and dark-type synergy cards. Talk to him to duel again, with the same condition. Sillva, Warlord of Dark World/Goldd, Wu-Lord of Dark World Decks: Special Silver/Pure Gold Deck Types: Dark World Card List: To Come Notes: Pretty much the same as last time, except with much better cards and better strategies to go along with them. Basically they force themselves to discard the Dark World cards and this brings them into play, you can probably see why that gets nasty. It might be a good idea to put in cards that remove cards from play when they go into the graveyard to slow them down. One more time... Reign-Beaux, Overlord of Dark World/Brron, Mad King of Dark World Decks: Parade of Pain/Portable Darkness Deck Types: Dark World Card List: To Come Unlock: Beat to unlock them in Tag Duel in WC mode Notes: Basically take the last deck and ramp it up again, this time including some control cards like Mask of Restrict to hinder you from making strong counterattacks. Afterwards go back and beat all the other duelists one more time again. Then a castle will appear in the background, so go towards it. Gogiga Gagagigo/Mobius the Frost Monarch Decks: Dream Splash/Super Splash Deck Types: Water Card List: To Come Notes: As you can imagine, Legendary Ocean is going to be out, a lot. In addition expect to see all the standard water monsters and even some new ones. The big guy you need to watch out for, especially with field cards out is Gagagigo, as he can be one heck of water attribute beat stick. Then another... Vampire Lady/Vampire Lord Decks: Black Masquerade/Age of Darkness Deck Types: Zombie Card List: To Come Unlock: Beat to unlock them in Tag Duel in WC mode Notes: Two rather typical zombie decks, not a whole lot to say that you haven't heard before, just watch out for the big guys. Afterwards, a little alien guy will pop up and be angry with you and disappear into the sky; time to join him. You can now pan the camera up into the sky to see the planets and whatnot. In the sky some new pairs will appear, along with a UFO which has another little guessing game associated with it. Deal with each duelist once for now. Harpie Queen/Harpie Girl Decks: Whirling Whirlwind!/Monsoon Rider! Deck Types: Wind Beat-down Card List: To Come Unlock: Notes: Harpie lady decks, they are a bit more effective than what I remember. They make good use of harpies hunting ground and other removal cards. Fortunately, if you play your cards right, hunting ground can be used against them (since it is not a 'may' ability.) In general, if you take out the field cards they aren't very difficult to contend with. Alien Hypno/Lich Lord, King of the Underworld Decks: Contact Impact/Zombie Defend Deck Types: Alien/Zombie/Burn Card List: To Come Unlock: Notes: Locks down your field with cards level Level Limit, infects your creatures with alien tokens to make you take more damage in combat, and uses re-summonable cards with ectoplasmer. Fortunately, their decks do clash a bit and aren't as effective as they could be; for example, Level Limit will hinder the alien deck most of the time. Satellite Cannon/Metal Shooter Decks: Mecha Revolution/Laser Beam Deck Types: Machine Card List: To Come Unlock: Notes: Lots of machine cards, most of which you have seen and dealt with before. Prominent ones being Barrel Dragon and Blowback Dragon. They use Mausoleum of the Emperor to bring them out very quickly and lock you down with their gamble effects, so take out the mausoleum quickly before you don't get much chance to fight back. After that a new (tag) duelist should appear, two alien looking creatures... Time for some payback... This duel is completely automated, and may take you several tries to win even if you have a good deck, just because the A.I. stinks. Just keep trying and you'll win; after that the gate will appear. Also for beating them, you'll unlock them in WC mode (Alien Shocktrooper/Alien Infiltrator). Time to go gatecrashing... This gate is pretty simple; you're just pitted up against five different decks and you must beat at least 3 of them to continue on (as usual.) They are tag duels as well if you are wondering; so here they are, in order: Underworld Guardian - Moley/Dark World Guardian - Gigori Decks: Dark Legacy/Incoming Barrier Deck Types: Control Card List: To Come Notes: Lots of traps/spells here, watch out for cards like deck detestation virus and so on. If your deck can afford to not use traps I recommend using Royal Decree and/or Jinzo as that will make them most ineffective. Underworld Guardian - Moley/Dark World Guardian - Gigori Decks: Fiend's Trial/Dark Captor Deck Types: Dark World Card List: To Come Notes: Just another Dark World duel, which you've had to do several times before this. Underworld Guardian - Moley/Dark World Guardian - Gigori Decks: Dark Bandits/Dark Disturbance Deck Types: Beat-down Card List: To Come Notes: Just a simple beat-down with dark type monsters deck, likes to use lots of Goblin Attack Force. At this point you'll proceed to the next world automatically, as well as unlocking two packs; Darkness Removed and Bloodline Destiny. Go back and finish the other two anyways though. Underworld Guardian - Moley/Dark World Guardian - Gigori Decks: The Dark Ones/Fiend Mania Deck Types: Fiend Beat-down Card List: To Come Notes: Fiend Mania sums it up well, uses Fiend Type monsters and equip cards like Black Pendant to buff them up to make them have even high ATK. Underworld Guardian - Moley/Dark World Guardian - Gigori Decks: Dark Ordeal/Pitch-Dark Ordeal Deck Types: Control/Stall Card List: To Come Notes: Lots of deck thinning, removal, and high defense monsters make this an annoying duel; but aside from one or two cards no real win strategies aside from waiting for you to deck out. For beating all of their challenges you unlock Aster Phoenix in WC mode. Onto the next world! ========================== =WORLD 5 - WORLD OF ORDER= ========================== Alright, shiny world now full of love and happiness; time to make someone sad! At this point I have several decks made, currently I use a Destiny Hero deck, the cards are in the packs most recently unlocked. But I also have a gravekeeper's deck, an exodia deck, a burn deck, and a few others; so you should have plenty of options for deck building by now. We're back to the usual 5x setup again, so get to it! Thunder Nyan Nyan Deck: Bashful Maiden Deck Type: Spellcaster Beat-down Card List: To come Unlock: Beat 5 times to unlock Injection Fairy Lily in WC mode Notes: Likes to use a lot of cute, girly cards to emasculate you. The big one to watch out for is Injection Fairy Lily which can do a ton of damage if it catches you off guard. Absorbing Kid from the Sky Deck: Usual Shining Deck Type: Fairy/Counter/Life Gain Card List: To come Cards Given: Winged Kuriboh Unlock: Beat 5 times to unlock Marie the Fallen One in WC mode Notes: Deck relies mostly on life gain effects for sustenance and using a variety of spell and trap cards to slow you down while gaining life in the process. The real game winner here for him though is Agent of Judgment - Saturn which does damage to you equal to the difference in life. Considering the amount of stall abilities while gaining life points, this can be a lot of damage. A deck relying on alternate win conditions will make this battle easier (although I don't recommend burn, I used milling/deck out). In addition to them is a flickering guy, like in World 3 you can duel him (her actually) for a card that will be declared ahead of time. Soul of Purity and Light Deck: Covered in Light Deck Type: Card List: To come Unlock: Notes: To proceed you'll need to make a deck composed solely of fairy-type monsters (well... you can use spells and traps...) Layard the Liberator Deck: Shining Field Deck Type: Fairy/Counter/Life Gain Card List: To come Notes: This duel should pretty much be like the ones you fought against the last duelist, difference being your deck comprised of sub-par fairy monsters. Just keep up the offense or beat him at his own game and it shouldn't prove too difficult. Here is the deck I used if you are interested: Monsters: 2x Airknight Parshath, 3x Gellenduo, 2x Harvest Angel of Wisdom, Marshmallon, 3x Meltiel - Sage of the Sky, 2x Neo-Parshath, 3x Shining Angel, Soul of Purity and Light Spells: 2x Cestus of Dagla, 2x Dimensional Fissure, Heavy Storm, 2x Lightning Vortex, Mystical Space Typhoon, Premature Burial, Swords of Revealing Light, 3x The Sanctuary in the Sky Traps: Black Horn of Heaven, Diving Wrath, 3x Forced Back, 2x Magic Drain, Mirror Force, 2x Negate Attack Anyways, the area past the first fence is opened along with Gellenduo wanting a card they lost... Remember to switch your deck back! Freya, Spirit of Victory Deck: Shining Bright Deck Type: Fairy Beat-Down Card List: To come Cards Given: Victory Dragon and Freya - Spirit of Victory Unlock: Beat 5 times to unlock Elemental Mistress Doriado in WC mode Notes: Okay, this one is a tad different, it doesn't have the counters of the other; instead it is more aggressive and includes the ritual summon Shinato, which will be quite devastating if it gets out. Royal Knight Deck: Elite Shining Deck Type: Warrior Card List: To come Cards Given: Imperial Order Unlock: Beat 5 times to unlock Light Effigy in WC mode Notes: Uses solely warrior type monsters including the Silent and Mystic Swordsmen. Also has the general warrior type staples to keep up the aggression. At some point Kaibaman might appear as well on the map, I believe you need a Blue-Eyes White Dragon to spawn him though, make a deck with it and battle him. Kaibaman Deck: Blue Flame Servant Deck Type: Dragon Beat-Down Card List: To come Unlock: Notes: His deck is of course to get Blue-Eyes Ultimate Dragon as quickly as possible via cards like Future Fusion and other polymerization like cards. After beating Royal Knight and Freya talk to the two duelists in the first area and they will mention a weird cloud... and then some red creature will appear in the second area. Time to duel... Cloudian - Poison Cloud Deck: All Wrapped Up Deck Type: Cloudian Card List: To come Unlock: Unlocks him in WC mode Notes: The first Cloudian deck you'll be up against. Basically they use a variety of effects powered fog counters to be annoying and lock you down while they swing in for measly damage. The other main thing, is in battle, cloudians are invincible; so they can be quite annoying to deal with unless you have a way to 'tap' them or have a bunch of removal. On top of that he'll play Sanctuary so he doesn't take damage. The next section of the map will open up via the arrow after you beat him; then head in. In here you'll have a couple of challenges, beat everyone the standard number of times. Dancing Fairy (1000LP) Deck: Dancing Duel Deck Type: Burn/LP Gain Card List: To come Unlock: Beat 5 times to unlock Gemini Elf in WC mode Notes: Pretty easy, especially since she can kill herself with one bad coin flip; just be quick and it shouldn't be troublesome unless she kills you the first turn. Also if you want to make this really fast just make a deck with a couple tremendous fires and go first. Mokey Mokey (80 card deck) Deck: Mokey Mokey Trio Deck Type: Mokey Mokey Beat-Down Card List: To come Unlock: Beat 5 times to unlock Petit Dragon in WC mode Notes: Basically his deck contains a ton of various deck thinning, if you can think of a card that fetches copies of itself, it's probably in its deck. On top of that he has a ton of removal spells/traps so be prepared and be aggressive. I really can't offer many tips on building an 80 card deck aside from copying his strategy but actually using it to fetch effective cards or get out combos. Senju Deck: Counting Stars Deck Type: Ritual Card List: To come Cards Given: Last Turn Unlock: Beat 5 times to unlock Maju of the Ten Thousand Hands in WC mode Notes: Nothing special for this duel. His deck contains powerful ritual cards (Shinato and Reshef the Dark Being), so I recommend you side in some hand destruction. If he gets a bad hand they'll probably never hit the field before you beat him though. For beating those three five times each you'll unlock a new pack, Ancient Gadgetry. In addition another stone challenge will pop up on the map. Go up to Senju again and he should say he picked up something and will give it to you if you win in 5 turns. Otherwise, it's the same as before, just be snappy. The prize he gives you is Nova Summoner. A new duelist will appear on the previous map... By this point you should have the level 2 tournament unlocked as well. I recommend beating it right now as well, as beating it 5 times will unlock a pack containing some awesome cards (dark world, necroface, He Des, and others.) I've covered some of the duelists in the tournament already, I'll cover others later in the guide. The tournament may prove fairly difficult, but keep it up and not only will you get a new pack you'll be a step closer to the next. The pack you unlock for whooping up on the tournament is World in Between. After that, its a bit of a hard choice, you can go ahead and beat the next 10 duelists in WC mode for a great pack or continue on in DW to get the cool packs for beating the rest of this one and unlocking the next world. 3 vs 1... Well, I'm going to go with beating this world for now, since it will be funner as well. Approach the gate guard, his challenge is to make him run out of cards, so make a 'mill' deck. Cards like Needle Worm, Card Destruction, Morphing Jar, etc... There is actually a filter of 'deck destruction' in the card menu you can use to help. I recommend using cards like Macro Cosmos to not only send the cards to the graveyard but remove them from play for that extra punch. Radiant Jeral (Deck out) Deck: Draw No More Deck Type: Fairy Card List: To come Notes: Basically another fairy deck with a bunch of counters and some additional draw ability. Otherwise, nothing special, it would be fairly easy just to stall him until he decks himself out. Anyways, after beating him even more of the first map will show up when you scroll upwards. In addition, there is a building being guarded but ignore that and deal with the other duelists. Guardian Angel Joan Deck: Walking on Clouds Deck Type: Card List: To come Unlock: Beat 5 times to unlock St. Joan in WC mode Notes: Marshmallon Deck: Sky Gazer Deck Type: Light Type Beat-Down Card List: To come Unlock: Beat 5 times to unlock Watapon in WC mode Notes: A light type deck focusing on the offensive (weird for a stall monster... I guess it is one of the more offensive stall monsters though). Also likes to use the standard, annoying ritual monsters you've been seeing recently (Shinato); other than that nothing new. For finishing off all the duelists on the first map you unlock the pack, The 7 Crystals. Time to go back to WC mode to get the pack for beating 40 duelists; hopefully you got some out of the way in the tournament. Elemental Mistress Deck: Beautiful Tactics Deck Type: Card List: To come Unlock: Notes: Petit Dragon Deck: Deck Type: Card List: To come Unlock: Notes: Manju of the Ten Thousand Hands Deck: Choose an Action Deck Type: Card List: To come Unlock: Notes: Gemini Elf Deck: Get-a-long Sister Deck Type: Card List: To come Unlock: Notes: Cloudian - Poison Cloud Deck: Freedom for All Deck Type: Card List: To come Unlock: Notes: Light Effigy Deck: Flickering Flash Deck Type: Card List: To come Unlock: Notes: Great Shogun Shien Deck: A Samurai's Life Deck Type: Card List: To come Unlock: Notes: Injection Fairy Lily Deck: Maiden Honor Deck Type: Card List: To come Unlock: Notes: Vortex Kong Deck: Power of Instinct Deck Type: Card List: To come Unlock: Notes: The pack you unlock is Dark Meets Light. Alright, let's get that stone challenge out of the way... Stone Challenge: Exodius the Ultimate Forbidden One Deck: Forbidden Grave Deck Type: Beat-Down/Exodia Card List: To come Unlock: Beat to unlock Adrian Gecko in WC mode and the Adrian Gecko Duel Disk Notes: The usual here, and to be honest, this is probably one of those duels where it will probably come down mainly to his opening hand. Here is the deck I used; a lot of stall mostly until I get my Exodius out and then use Diffusion Wave-Motion for an easy victory: All 5 Exodia Pieces, 3x Exodius, Marshmallon, Spirit Reaper, Treeborn Frog, Card Destruction, 3x Card Trader, 3x Dark World Dealing, 3x Diffusion Wave-Motion, Fissure, Heavy Storm, Mystical Space Typhoon, Nobleman of Crossout, 2x Pot of Avarice, Premature Burial, Smashing Ground, Swords of Revealing Light, Call of the Haunted, Magic Cylinder, Mirror Force, 3x Ojama Trio, 3x Sakuretsu Armor, Trap Dustshoot Back to World 5 and talk with the man guardian the building and give him the Nova Summoner card. Unfortunately, it seems you stole it; Why? I thought we were friends. Anyways, you gotta duel to prove your innocent (what?) Voltanis the Adjudicator Deck: Aerial Judgment Deck Type: Light Type Beat-down Card List: To come Unlock: Notes: Another light theme deck, this one containing Voltanis and frankly a ton of bounce cards to stall until he can bring it out. But considering there is no downside for losing, no real point in offering you advice. Afterwards, win or lose a new duelist will appear on the map. His challenge is rather simple, you must do a whopping 8000 LP of damage in a single turn. Harvest Angel of Wisdom Deck: Shining Aitsu Deck Type: Yet another Light-Type/LP Gain deck Card List: To come Notes: The real trick is not doing any damage until necessary, you obviously can't deal 8000 LP worth of damage in one turn if he's nearly dead. Fortunately, he will gain some extra LP through the use of spells, and it might not be a terrible idea to let him if he runs into some face down cards and takes damage. I recommend using a deck with Demise to blow up the field and then use some resurrection cards to swing for massive damage. After beating the challenge the final area of the first map is revealed, along with another stone challenge. This one is for Rainbow Dragon. You should already have the pack containing the jeweled beast cards, so create a deck using them and Rainbow dragon and give it a shot. Stone Challenge: Rainbow Dragon Deck: Over the Rainbow Deck Type: Crystal Beast Card List: To come Unlock: Beat to unlock Jesse Anderson in WC mode Notes: His deck is a pretty standard crystal beast deck; basically whenever you destroy one of his monsters it'll be moved to the spell/trap card zone and then he'll use various effects/cards to use them or bring them back. The hardest part will probably be actually summoning Rainbow Dragon; you should note that your opponents monsters do count as part of the summoning condition for Rainbow Dragon for Crystal Beast cards on the field; although it's probably safer if the cards are in the graveyard since your opponent probably is going to play Rainbow Dragon soon as well. In addition, you should unlock Joey Wheeler as a duelist in WC mode for beating six stone challenges. Then proceed to the man at the tower, he may be familiar (heh). His challenge is you must activate 10 spell cards. This shouldn't prove especially challenging, but may require you to make a new deck. I personally used a Diamond Dude deck to complete this challenge (its a good deck in general as well.) Alkana Knight Joker (activate 10 spells) Deck: A Warrior's Pride Deck Type: Warrior Beat-down Card List: To come Notes: If you used the deck I recommended at the deck, you are probably intimately familiar with his strategy; use the poker cards to fusion a powerful monsters. Nothing really more than that, but don't forget to activate 10 spells before you whoop him up. Alright move on up the tower, this one is to activate 10 traps cards. For this one I use a deck called chain burn (another deck which is good in general use and will prove good in upcoming challenges. Here is the deck I used (which I totally net-decked to be honest from Throwdownarmy on Pojo.) Monsters: 2x Lava Golem, Marshmallon, Morphing Jar Spells: Chain Strike, 3x Poison of the Old Man, Scapegoat, 3x Tremendous Fire Traps: 3x Accumulated Fortune, Ceasefire, 2x Chain Detonation, 3x Jar of Greed, 3x Just Desserts, 3x Legacy of Yata-Garasu, 3x Ojama Trio, 2x Reckless Greed, 3x Secret Barrel, 3x Threatening Roar, 3x Waboku Pretty simple strategy; it's a burn deck relying on chaining cards together (by holding down the A button when activating a trap you can chain off your own cards.) The End of Anubis (Activate 10 Traps) Deck: Grand Protectors Deck Type: Graveyard Lockdown Card List: To come Notes: With the deck I listed you'll probably have no problem with the condition considering it uses a ton of traps/card draw. He uses Necrovalley and The End of Anubis to prevent you from using your graveyard to any effect. If you use the deck I posted that won't really be any hindrance. He does have some stall and some prevention from you using spells/traps which will probably be your biggest hindrance. Alright the next one is a bit... different... You have to win when you have 5 or fewer cards left in your deck. I would use a deck with Monster gate and very few monsters to thin out your own deck as fast as possible; a mill deck would work as well if you nearly deck yourself out as well; or just drag out the game as long as possible. Arcana Force Extra - The Light Ruler Deck: Nightsong Crush Deck Type: Mill Card List: To come Notes: His deck will actually be helping you out a bit with this one by using Vampire Lord/Lady, Gravekeeper's Servant, Needleworm, etc... Otherwise, nothing really special about his deck. The next challenge is to make your opponent discard 10 cards from their hand. A mill deck is probably good here (Don Zaloog, White Magical Hats, Card Destruction, Robbin Goblin are all good for this challenge). White Night Dragon (Make him discard 10 cards) Deck: Blue-Eyes Light Deck Type: Beat-down Card List: To come Notes: His deck mostly relies on card advantage to field powerful monsters. Once again, nothing special but the condition. I should note that simply letting him discard from having too many cards does not count, so don't make the same mistake as I did. If he plays infinite cards, I recommend letting him as it will make this challenge easier. The next challenge is to form a chain of 5 or more cards, for this I recommend the deck I posted a bit up (the chain burn deck). Like I said before chain off your own cards by holding down A, knowing this it shouldn't be difficult. Beast King Barbaros (make a chain with 5 links) Deck: Beast Beatdown Deck Type: Burn/Destruction Card List: To come Notes: Pretty simply deck on his part, a fair amount of burn and a way to clear the field using Barbaros. That'll probably be your primary concern but it takes 3 tributes to get out so hopefully he'll be mostly beaten by then. Take the advantage of chaining your cards off his for increased effects. After beating him the real trial beings! The gate is pretty much the same as one of them before but a little harder, you have 5 duels in a row and you must win to pass, no 3 this time, you have to go all the way. I recommend you do the same as before, be conservative, thats the best advice I can give. By this point you should hopefully have several decks available, use your best. If you need some deck help I recommend hopping onto popular sites for the game and looking up decks you can make with the cards you have. I personally use a Necroface Mill deck with Soul Reversal for this one since it has some life gain. Sky Guardian - Sefolile Deck: Line Them Up Deck Type: Stall/Destiny Board Card List: To come Notes: First deck is a stall deck whose main win condition is to use the instant win final cards, any amount of removal should hose this deck pretty substantially. He also uses Horus, so watch out for it as it can make or break his deck by protecting his Destiny Board cards. Sky Guardian - Sefolile Deck: Monarch Deck Deck Type: Beatdown Card List: To come Notes: Uses a lot of normal summons/high defense monsters to stall for the big guys. Also likes to use a bit of card switching to sacrifice your monsters for his. If he starts getting monarchs out you might have some trouble with all the removal flying across the board. Sky Guardian - Sefolile Deck: Duel Responsive Deck Type: Beat-down Card List: To come Notes: Uses mostly Fairy and Fiend type cards with a few others thrown in for their special effects. In addition, it has some control in it as well and some effect negation. Sky Guardian - Sefolile Deck: Good Old Strength Deck Type: Warrior/Gamble Card List: To come Notes: Mostly uses the Sasuke Samurai cards for a variety of interesting effects. Otherwise, his only big card of note is the very annoying blowback dragon. Of course he also has fairy box to be even more annoying... Sky Guardian - Sefolile Deck: Pitch Dark Deck Type: Wicked Beat-Down Card List: To come Unlock: Beat to unlock Dark Zane in WC mode Notes: He relies on the powerful wicked tribute monsters (The Wicked Eraser, Wicked Avatar, Wicked Dreadroot). My best advise is to have something like mask of restrict or swarm him before he can get them out. Unfortunately, most of his monsters are fetch type which makes getting rid of them quickly quite a pain. At this point the game rolls credits like the game is over, but don't worry, we still have one world left and plenty of other stuff still to do! Let the credits roll, as you save the game after the credits are done (would be a shame to have to redo that last challenge.) At this point you'll unlock Structure Decks in the store; they are good for rounding out your collection, but at this late stage in the game not much else. You'll also unlock the next two packs; Magma Eruption and Mother Earth. In addition you'll unlock the Celtic Guardian wardrobe item. ~~~~~~~~~~~~~~~~~~~ ~3. PACK UNLOCKING~ ~~~~~~~~~~~~~~~~~~~ Pack List = you unlock the card list for each pack when you have gotten 80% of the available cards in said pack. White Light Ruler: Unlocked: Automatically Fiery Rage: Unlocked: Automatically Alkana Knight Joker Breath of Light Castle Walls Celtic Guardian Cocoon of Evolution Dark-Piercing Light Electro-Whip Eradicating Aerosol Exodia the Forbidden One Fake Trap Fissure Forest Giant Trunade Gravedigger Ghoul Great Mouth Horn of Light Horn of the Unicorn Illusionist Faceless Mage Insect Armor with Laser Cannon Jack's Knight Judge Man King's Knight Larvae Moth Laser Cannon Armor Left Arm of the Forbidden One Left Leg of the Forbidden One Magical Arm Shield Malevolent Nuzzler Mystical Refpanel Negate Attack Ookazi Perfectly Ultimate Great Moth Petit Moth Queen's Knight Red Medicine Reinforcements Right Arm of the Forbidden One Right Leg of the Forbidden One Rogue Doll Rush Recklessly Saggi the Dark Clown Silver Bow and Arrow Soul Release Spellbinding Circle Stop Defense The Cheerful Coffin The Reliable Guardian The Snake Hair Tribute to The Doomed Ultimate Offering Chaos Knight: Unlock: Automatically Dark Legend: Unlock: Automatically Dark Flare Battle: Unlocked: Automatically Ultimate Power: Unlocked: Automatically My Hero: Unlock: Beat 3 duelists 5 times in free duel in WC mode Inhuman Creation: Unlock: Beat 6 duelists 5 times in free duel in WC mode Inherited Magic: Unlock: Beat 10 duelists 5 times in free duel in WC mode Pitch-Dark Virtue: Unlock: Beat 15 duelists 5 times in free duel in WC mode King of the Ark: Unlock: Beat 20 duelists 5 times in free duel in WC mode Rumbling Thunder: Unlock: Beat 30 duelists 5 times in free duel in WC mode Dark Meets Light: Unlock: Beat 50 duelists 5 times in free duel in WC mode Shocking Energy: Unlock: Have 50 total duels Extreme Wisdom: Unlock: Have 100 total duels Rousing Chaos Unlock: Get to the World of Sunlight Absolute Nothing Unlock: Get to the World of Sunlight Never Setting Sun Unlock: Get to the World of Civilization Thirst to Destroy Unlock: Get to the World of Civilization Sleeping Tomb Unlock: Get to the World of Darkness Ultimate Darkness: Unlock: Get to the World of Darkness Darkness Removed: Unlock: Get to the World of Order Bloodline Destiny: Unlock: Get to the World of Order Mother Earth: Unlock: Get to the World of Chaos Magma Eruption: Unlock: Get to the World of Chaos Ultimate Light: Unlock: Beat all duelists in world one five times (including Curran which only appears after opening World 2) Dragon Destroyer Unlock: Beat Warrior Lady of the Wasteland and Kabazauls in World 2 five times each. Out of the Abyss Unlock: Beat Abyss Solider, Maiden of the Aqua, and Serpent Warrior of Darkness five times each in World 2. Beyond Ultimate: Unlock: Beat Luster Dragon, Stronghold the Moving Fortress, Fox Fire, and Great Angus five times each in World 3. Ancient Gadgetry: Unlock: Beat Mokey Mokey, Senju, and Dancing Fairy five times each in World 4 in the cloud map. The 7 Crystals: Unlock: Beat Marshmallon, Guardian Angel Joan, Thunder Nyan Nyan, Royal Knight, Freya, and Absorbing Kid From the Sky five times each in World 5 on the first map (two-thirds of them won't appear until you are nearly done with World 5.) Bringer of Light Unlock: Have 200 total duels Menacing Ruler Unlock: Beat tournament level 1 5 times. World in Between: Unlock: Beat tournament level 2 5 times. Structure Decks: Unlock: Get to the World of Chaos <More to come> ~~~~~~~~~~~~~~~~~ ~4. THANKS TO...~ ~~~~~~~~~~~~~~~~~ Cjay and everyone at Gamefaqs for their great site. Nintendo for making the DS. Everyone who has or will contribute to this guide. And Konami for making a fun franchise. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Deck: Deck Type: Card List: To come Unlock: Notes: Decks: Deck Types: Card List: To Come Unlock: Notes: Level 1 Duelists: Dark Scorpion - Meanae the Thorn, Reaper on the Nightmare, Hino-Kagu-Tsuchi, Jerry Beans Man, Kaiser Sea Horse, Elemental Hero Lady Heat, Stray Lambs, Spirit of the Pharaoh, Gravekeeper's Chief, Winged Kuriboh, Aquarian Alessa, Chrysalis Dolphin, King of the Skull Servants, Otohime, Dark Magician Girl Level 2 Duelists: Marie the Fallen One, Kozaky, Luster Dragon #2, Chrysalis, Il Blud, Petit Dragon, Manju of the Ten Thousand Hands, Gemini Elf, Volcanic Doomfire, Ojama Yellow, Cloudian - Poison Cloud, Blowback Dragon, Winged Kuriboh, Gear Golem the Moving Fortress, Silpheed, Hino-Kagu-Tsuchi, Reaper on the Nightmare, Light Effigy, Sabersaurus, Dark Magician Girl For playing for 100 hours you unlock Ishizu Ishtar in WC mode. For getting at least 80% of the cards you unlock View Mode and Tag View Mode. For getting at least 8% of the cards you unlock the King Coat and Hair No. 13. For having 50 tag duels (wins or losses) you unlock Far Out Duo (Jasmine/Mindy) in WC Free Duel.