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Yu-Gi-OH! : The Duelist of the Roses
FAQ created by Greg Boccia aka MysticalMoon or Kaizer_Z3r0
on the date of 3-1-03
Version: Final
Last update: 5-9-03
©2003 MysticalMoon
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"A Card! A Card! My Kingdom for a Card!"
Version History:
Version .75 - First version of this FAQ. I sort of rushed myself doing this
one and really shouldn't have since I made alot of errors. Next update I will
have more things added and elongate the WalkThrough section to hopefully
finishing the Lancastrians side of the story.
Version .8 - Went over some errors and added a Rare/Powerful Cards Section. This
section includes how and where to find some rare and powerful cards, this will
include Ritual cards as well.
Version .85 - Added the Seto part and few other minor things. Next update I WILL
have about half the Yorkists side done since so many e-mails have been sent to
me on having it done. Next update will be sometime this coming weekend.
Version .9 - OK, I lied. I played alot after school and managed to beat the
'Card Guardian' so I added some more stuff. 2 updates in 1 day pretty wierd but
what the heck since you guys prolly enjoy knowing what's going on right?
Version 1.0 - This is the completed FAQ that I had hoped for from the very get go,
all except for having all of the card info but someone else had already done this
so it seems pretty pointless to add it. The Walkthrough is complete but if anyone
comes up with an alternate strategy like some people have I will post them, but
only if they are acceptable strategies. NEW! Card list, FAQs, Complete Walkthrough
and Deck Strategies updated! This is a major update which more than doubles every-
thing I have done prior to this update. I will update weekly from now on unless I
recieve some strategy or decks which will be minor updates.
Version 1.05 - Just a minor update on a few things. NEW! Hidden cards section,
more Deck Leader abilities, minor strategies.
Version 1.5 - Another major update, corrected a few gramatical errors. NEW! Deck
Strategies, Current Progression side section (below if this is my latest update!),
Maps and Strategies for the Walkthrough and other sections that might have needed
it, Opponents Cards for the Walkthrough (Suprisingly didn't take that much time,
or atleast what I expected), remodeled alot of things and expanded on the Rare/
Powerful Cards section.
Version Final - My last update since I really don't play the game any more. Only
reason I see for updating past this is to stop all the pointless e-mail. Please
leave me alone with the e-mails I have other FAQs to work on. Thanks guys and it
has been great writing this for you all. NEW! 1 fusion and spelling and grammar
corrections.
Version Final #2 - Last time I said stop the emails and forgot to actually take my
email off this document.
Current Progression:
Cards owned: 1409
Cards Seen: ALL
Duel Record: 274-5 (Custom Duels not accounted for, somewhere in the range of 500
to 1000 times used for the Deck Leader information and Rare Cards)
I've decided to add the quick way of finding things as most people do for large
FAQs. If you've never seen this before I've listed some shortcuts signified by
DOTR_(section) and you can just hit ctrl+F to open the find menu and type that in
to jump to that section.
Table of Contents
1. Story Background
2. Main Menu
2a. New Game Dotr_New
2b. Continue Dotr_Continue
2c. Custom Duel Dotr_Customduel
2d. Trade Dotr_Trade
3. In Game Controls and Options
3a. Map Screen Dotr_Map
3b. Battle Screen Dotr_Battle
3c. Build Deck Screen Dotr_Build_Deck
4. WalkThrough
4a. Names Dotr_NAME
4b. Lancastrians
1. Weevil Underwood Dotr_Weevil
2. Rex Raptor Dotr_Rex
3. Darkness-Ruler Dotr_Darkness
4. Necromancer Dotr_Necromancer
5. Keith Dotr_Keith
6. Labrynth-Ruler Dotr_Labrynth
7. Pegasus Crawford Dotr_Pegasus
8. Ishtar Dotr_Ishtar
9. Richard Slysheen of York Dotr_Richard
10. Seto Dotr_Seto
11. Manawyddan fab Llyr (1985 DC) Dotr_Manawyddan1985
4c. Yorkists
1. Tea Dotr_Tea
2. T. Tristan Grey Dotr_Tristan
3. Margaret Mai Beaufort Dotr_Mai
4. Mako Dotr_Mako
5. Joey Dotr_Joey
6. J. Shadi Morton Dotr_Shadi
7. Jasper Dice Tudor Dotr_Jasper
8. Bakura Dotr_Bakura
9. Yugi Dotr_Yugi
10. Manawyddan fab Llyr (1891 DC) Dotr_Manawyddan1891
5. Tips and Secrets/Passwords
5a. Tips
5b. Secrets
1. Quick Deck Leader Rank-Up! Dotr_QuickDeckLeader
2. Easy Slots Dotr_EasySlots
3. Easy Cards Dotr_EasyCards
4. Reincarnation Dotr_Reincarnation
5. Destiny Draw Dotr_DestinyDraw
5c. Passwords Dotr_Passwords
6. Card Fusions Dotr_Fusions
7. Rare/Powerful Cards
7a. Monsters Dotr_Monsters
7b. Magic/Trap Dotr_Magic/Trap
7c. Rituals Dotr_Rituals
8. Deck Strategies Dotr_DECKS
9. Hidden Cards Dotr_Hidden
10. Leader Abilities/Card List Dotr_CardList
11. FAQs
12. Thanks
13. Coming Soon
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Story Background
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The British Empire in the 1480s...
The Wars of the Roses, a power struggle between the Houses of
Lancaster (Red Rose) and York (White Rose) to decide a royal
successor, was nearing an end. With the Yorkists well in the lead,
the reign of Richard III was but a step away. And in France, Yugi
(Henry Tudor) - the last Lancastrian heir - was being forced to
live a life of exile. The Lancastrian forces were rendered powerless
by ancient cards of sorcery wielded by 'Seto' and his 7 followers
who, known as the 'Rose Crusaders', served under the flag of Lord
Crawford, a powerful Yorkist nobleman. Lacking a duelist to champion
their cause, defeat was imminent for the Lancastrians. In England,
duel card games were still at the fledgling stage. Thus, the
Lancastrians had to look elsewhere for a duel master capable of
facing the Rosenkreuz in battle. With this in mind, Margaret Mai
Beaufort of Lancaster secretly requested a High Druid to summon a
duelist from another age.
This is the introductory that we get at the beginning of the game and
is directly quoted from the game's opening.
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Main Menu
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This section simply lists all the functions sprung from the main menu.
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NEW GAME Dotr_New
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Obviously, this begins a new game. This option will be covered in the
Walkthrough section of this FAQ.
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CONTINUE Dotr_Continue
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After saving a file by starting a new game and saving, you can use this option
to load the file and play it from where you left off, just for notation, it
auto-loads Memory Card slot 1 so you cannot choose to load from slot 2.
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CUSTOM DUEL Dotr_Customduel
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Here you can duel against a friend, your deck known as Deck Master K, or the
computer's deck known as Deck Master S. To duel a friend both players must have
a saved file of Yu-Gi-OH!:The Duelists of the Roses on their memory card. To
duel yourself you must have 1 memory card inserted into the memory card slots.
To duel the computer's deck, Deck Master S, 2 memory cards must be inserted but
only one containing a saved file of Yu-Gi-OH!:The Duelists of the Roses.
Once in this option you have the choice's of:
Select Deck: Choose the deck in which to use.
LP Setting: The starting life points for both players, although decreasing
the LP to less than 4000 does not effect the computer's LP, initial is
4000 LP.
SP Recharge Rate: The rate at which both players Summon Power recharge
after each turn, initial is 3 SP.
Build Deck: Here you can build your deck.
Save: After winning cards or gaining promotions save here to keep this data.
Edit Map: This option becomes available after completing both sides of the
game. Here you can create 5 maps to use in your duels, usually creating
them to your advantage. Later in the tips section I will demonstrate how
to TRULY use it to your advantage.
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TRADE Dotr_Trade
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The last option on the Main Menu, but certainly not the least since
you can, in a sense, help yourself with this option (Explained in the Tips
section). To trade cards simply open this option and select the cards you
wish to trade. There is a slight difference for each player though, Player
1 will hit X to choose a card to export and Square to take back the
selection. Player 2's controls are slightly different in the sense
that they are backwards, Square to select the card to be exported
and X to take back the selection.
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In Game Controls and Options
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MAP SCREEN Dotr_MAP
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After choosing the New Game option or Continue option from the Main Menu you
are brought to this screen. Here you choose whom you desire to duel by moving
the cursor over top of the city and hitting X to begin the duel. The duelist in
which you choose to duel is located inside a city, you see the duelist's name
and Deck Cost. Your current position is displayed by your deck leader and the
place in which he is. At the bottom of the screen your information is displayed
with your name, the deck you are currently using, your Deck Leader's Rank, your
deck cost, record, Deck Leader and the Rose cards that are in your possesion.
Controls:
D-pad: Moves the cursor
Left Analog: Slide the screen
Triangle: Turn displays of lands under control of duelists you've already
faced ON/OFF.
Circle: Cancel
X: Enter
Select: Abort Campaign
Start: Moves the cursor to the System Icons
System Icons: Pressing the Start button on the map screen will lock the
cursor in the System Icons for easy access to any of the 4 icons.
The icons are as followed from left to right, top to bottom.
Deck: Here you enter the Build Deck Screen. This is covered in the Build
Deck Screen section.
Save: Here you can save your current campaign.
Options: You can toggle the Monster Battle as a 3D battle of the 2
monsters ON/OFF and change the Sound from either Stereo or Mono.
Help: Here you can watch 5 tutorials on:
-Duel Basics
-Duel Victory Condition
-Duel Rules and Details
-Duel Technique
-Duel-Related Function
If you are a complete newbie to the Yu-Gi-OH! game watching these could
help you understand the concepts and gameplay of the game.
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BATTLE SCREEN Dotr_Battle
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When in a duel the following are displayed:
-Turns left, top-center
-Opponents LP and Cards left in Deck, top-left
-Your LP, SP, Cards left in Deck, number of Monster Cards on the
Field and the number of Magic/Trap cards on the Field. No more than 5
of each may be on the Field at any time, attempting to play a card
under such qualifications results in the card being destroyed as it
is played.
When over your Deck Leader his name, monster type, ranking and terrain
he is currently on is displayed. On the right side of the screen you
should than see the following:
-X: Move
-Square: Summon (It then opens up into a grid in which you can
summon your cards onto, after summoning a card this option changes to
Hand)
-Triangle: DTL (Details on the Card)
-Select: Surrender (aka give up)
-Start:EdT (End Turn)
When over a Monster/Magic/Trap card the same options apply except for
the Summon/Hand option in which can also be used to Move.
I will now explain the conditions for winning a duel. In order to win you
can either attack your enemy until their life points reaches 0, have the
most life points after the time expires, or you have all 4 limbs of Exodia
face-up in your summoning area with Exodia: The Forbidden One as your
Deck Leader (That means Right Arm of the Forbidden One, Left Arm of the
Forbidden One, Right Leg of the Forbidden One, and Left Leg of the Forbidden
One must be face-up in your summoning area with Exodia: The Forbidden One as
your deck leader).
Now I will explain how damage is dealt and so forth.
Your Monster attacks Opponents monster with lower AP than your monster,
if your opponents monster is in Attack position then your monster's AP -
your opponents AP is the LP damage dealt. If the AP's are the same both
monsters are destroyed and no damage is dealt. If your monster attacks
your opponents monster that is in defense position and your AP is higher
than your opponents DP than the monster is destroyed and no damage is dealt,
but if your monsters AP is lower than that of your opponents DP than your
opponents DP - your AP is the damage dealt to you and your monster still lives.
After a Duel you are told the outcome (Win or lose, hope win!). Afterwards any
promotions/demotions are noted and a win also results in a slot machine
game.
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BUILD DECK SCREEN Dotr_BuildDECk
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In this screen the cards in your deck are displayed to the right and the cards
in your chest are displayed to the left. While in your chest you can Reincarnate
a card by hitting L3 when the bottom of the screen says reincarnate. Pressing R3
allows you to enter a password to gain access to new cards. R2 and L2 scroll the
different ways to sort the cards. To be even more specific in the sorting you
can hold select and scroll through as well, example... Newcomer Sort and Name
Sort (As my secondary) sort the cards as the 5 newest cards and than sorts the
rest alphabetically. By going into the chest and checking details a new option
appears called library, this option tells you all the cards in the game that you
own. Some of the cards in the library are not complete as in they are
translucent, this indicates that you have seen the card but do not own it. In
the library you can see a 3D picture of the monster (Note: Magic Cards do not
have pictures) in which you can turn it and view from close-up to far away.
Ok, now with all the basics dealt with let's get to what you probably
just skipped to, the ...
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WalkThrough
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Note: I have completed the game on a seperate memory card but with using the
passwords that are known to date. Here I am creating another file in hopes
of getting a vantage point on how to really duel and help create good strategy
for the game. I will update as I continue progressing through the game.
Choose "New Game" at Main Menu and go through the introductory. This
will bring us to meet our summoner, Simon McMooran. He will go on
rambling about how he actually summoned you, the Rose Duelist, and
how it's legend was true. He then will be more formal and ask of your
name.
This is a list of the decks that you can recieve from using the different names
that are provided. For a hard game try using the Serpentine Princess deck, for an
easy run use Kryuel (It has Call of the Haunted, use with Pumpking for easy wins),
and just about everything else is somewhere inbetween. Using these is a great way
to get ALOT of the cards. I'll further explain in the Tips section of this FAQ.
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Deck Leader Name Type Dotr_NAME
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Airknight Parshath Tristan Fairy
Birdface Tea Winged-Beast
Fairy King Truesdale Mai Plant
Injection Fairy Lilly Pegasus Spellcaster
King Tiger Wanghu Tea Beast
Kryuel Joey Fiend
Luminous Soldier Yugi Moto Warrior
Maiden of Aqua Tristan Aqua
Molten Behemoth Tristan Pyro
Patrician of Darkness Kaiba Zombie
Serpentine Princess Yugi Moto Reptile
Tactical Warrior Joey Warrior
The Illusory Gentleman Yami Spellcaster
Thunder Nyan Nyan Yugi Moto Thunder
Twin-Headed Behemoth Pegasus Dragon
Wolf Axewielder Marik Beast-Warrior
After another brief conversation he informs you that the dueling rules
differ from the ones that are in the present time and that they are
under "Perfect Rule". Basically there is card movement and a Deck Leader,
the movement is much like that of Dungeon Dice Monsters minus the crest
requirements and the space they open. He thens asks you if you want a quick
introduction to the rules with a demonstration, select yes if you really
don't understand the rules, select no if you were smart and read what
I have previously typed or have the manual and read that.
Seto than enters the screen and a conversation between Seto and Simon
engages in which begins a quarrel, Seto than states that in order to
return back to the present time that you must collect all 16 Rose Cards
and he then proposes a partnership. He then states that since both sides
have 8 cards in there possession, that simple arithmetic indicates that
you could side with either of them. Seto then goes on to say that since
Simon's side was so desperate to have to summon you, it's obvious who is
winning the War Of the Roses. Then Seto tells you to choose which side you
are to be on by choosing a rose, white representing him and red for Simon.
Choosing the Red Rose starts you on Yugi's (Lancastrians) side,
while choosing the White Rose starts you on Seto's (Yorkists) side.
Here I will split the Walkthrough into two seperate sections, one section
for each side of the story. I will begin it with the Red Rose side or the
Lancastrians.
----------------------------------------------------------------------
Lancastrians
----------------------------------------------------------------------
After choosing to be on Yugi's side Seto is somewhat dissapointed but
respects your decission and promises you a safe return until you've met
with Yugi. You are then taken to the city of Brest where you meet with
Yugi. Yugi explains that his real name is Henry Tudor but he grows tiresome
of the name and says you can call him Yugi. He then informs you that you
must return to England and get back the White Rose Cards for they create a
magic barrier in which his armies cannot pass. He states that he gambled on
the Druid legend of the Rose Duelist in hopes of defeating the Rose Crusaders
and allowing his armies to enter England. Simon then tells you that according
to the same legend you have to use a LOWER deck cost than your opponent in
order to obtain the opponent's card. Yugi tells you that they have a deadline,
they must invade England by August! His troops will land in Milford Haven,
Wales and march on to face the enemy at Bosworth Field! He thinks that having
all of the Rose Crusaders out of commission by then would prove to be
advantageous. He then bids you a farewell and in hopes of reuniting in Bosworth.
This side of the story has duelists with relatively higher DC's then the duelists
of the alternate side of the game. This side is definitely the harder side to
start with. You begin your journey at Milford Haven.
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WEEVIL UNDERWOOD Deck Level - 854 Dotr_Weevil
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Location: Chester
Deck Leader: Basic Insect
Rank: 1st Lieutenant
Leader Abilities: None
Map:
1 2 3 4 5 6 7
A F F F F F F F
B F F F F F F F
C F F F F F F F
D F F F F F F W
E F F F F F F F
F F W F F W F F
G F F F F F F F
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Bear Trap
Big Insect
Bladefly
Dungeon Worm
Giant Flea
Giant Scorpion of the Tundra
Gokibore
Hercules Beetle x3
Hunter Spider x3
Kamikiriman
Kumootoko
Kuwagata <a>
Kwagar Hercules x3
Larvae Moth
Man-Eater Bug
Needle Worm
Nightmare Scorpion
Petit Moth
Rose Spectre of Dunn
Magic:
Cocoon of Evolution
Forest x2
Goblin's Secret Remedy
Insect Armor With Laser Cannon x3
Laser Cannon Armor x2
Trap:
Block Attack
Infinite Dismissal x2
Negate Attack
Ritual:
Javelin Beetle Pact
The first of the Rose Crusaders is Weevil Underwood. He uses all Plant/Insect
cards in his deck and the field is almost entirely forest. He is rather easy
with his best card only maxing out at 2400, that being his Kwagar Hercules.
Although he can create Perfectly Ultimate Great Moth, a deadly creature with 3500
AP, he should never get that far in battle because you can just kill his Larva
Moth the reason for this is Larva Moth changes into Moth and in order for that
to happen he must have the Cocoon of Evolution card in play. In order to win this
start on the defensive side until you can power up a card higher than 2400 AP by
either fusing two monsters or simply raising one's AP by magic cards. If one of
his Kwagar Hercules is out lure it into a trap in which to destroy it by either
placing a card in attack position with a trap card or placing one in defense
position with a card stronger than it in hand. Once his Hercules Beetles
are done, so is he. Simply enclose him into a corner and hack away with
your superior cards.
Extra Tip: This is pretty basic but if your monsters are not suitable for
Forest Terrain simply use a magic card that changes the terrain to the terrain
that best suits your monsters.
Additional Information: Weevil likes to hang back and play defense from the start
of the match until he can form Perfectly Ultimate Great Moth, then he will begin
to take the offensive. If you can get a strong monster off the start (2000+) then
you can prolly win this one quickly (within 10-15 turns).
After beating Weevil Underwood two new duelists are open for dueling, Pegasus
Crawford and Keith.
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REX RAPTOR Deck Level - 960 Dotr_REX
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Location: Tewkesbury
Deck Leader: Two-Headed King Rex
Rank: Major
Leader Abilities: Movement Boost for Same Type Friendlies
Map:
1 2 3 4 5 6 7
A W W W W W W W
B W L W L W L W
C W L W L W L W
D W L W L W L W
E W L W L W L W
F W L W L W L W
G W W W W W W W
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Anthrosaurus x2
Armored Lizard
Bracchio-raidus
Crawling Dragon #2 x2
Grappler
Little D x2
Mammoth Graveyard
Megazowler x2
Pragtical x2
Sword Arm of Dragon x2
Tomozaurus x2
Trakadon x2
Two-Headed King Rex x2
Two-Mouth Darkruler x2
Uraby x2
Magic:
Breath of Light
Eternal Rest
Invigoration x2
Raise Body Heat x2
Red Medicine x2
Sparks
Stain Storm
Wasteland
Trap:
Bear Trap
Rex Raptor is next and he uses dinosaurs with high AP to win. Rex's field is
made up of rows with labrynth and wasteland, so if you are using a plant type
deck then it's a good idea to have a fair amount of power ups. Rex's cards
are usually in the 2000 AP range but they have very weak DP, but like it
matters since he will be the one attacking this duel. Your job is to wait to
change the terrain or power up a card stronger than his Bracchio-Raidus (with
an AP of 2700 and DP of 2000). When you get the card you need to change
terrain use it so it takes up most of the middle section of the field. If you
don't need to change the terrain than simply power up your machine or dinosaur
to 2800 AP and go dinosaur hunting. After his Bracchio-Raidus is down his next
highest monster is Two-Headed King Rex with an AP of 2100 so take down that
Bracchio-Raidus and the duel is basically won!
Note: I've noticed if you send cards down the rows 3 and 5 that you can trap him
but only if he has a bad start or you have 2 strong monsters.
After beating Rex Raptor two new duelists are open for dueling, Darkness-ruler
and Necromancer.
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DARKNESS-RULER Deck Level - 982 Dotr_Darkness
-------------------------------------------------------------------------
Location: St. Albans
Deck Leader: King of Yamimakai
Rank: Colonel
Leader Abilities: Increased Strength for Same Type Friendlies
Map:
1 2 3 4 5 6 7
A D D D D D F F
B D D D D D F F
C D D D D D D D
D D D D D D D D
E D D D D D D D
F F F D D D D D
G F F D D D D D
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Barox
Big Eye
Candle of Fate
Castle of Dark Illusions
Crass Clown
Dark Chimera
Dark King of the Abyss
Dark Prisoner
Job-Change Mirror
King of Yamimakai x2
Lord of Zemia
Man-Eating Treasure Chest
Mask of Darkness
Metal Guardian
Midnight Fiend
Neck Hunter
Reaper of the Cards
Ryu-Kishin Powered
Terra the Terrible
The Shadow Who Controls the Dark
Whiptail Crow
Magic:
Fiend Castle x2
Malevolent Nuzzler
Paralyzing Potion x2
Time Seal
Yami
Trap:
Acid Trap Hole
Gorgon's Eye
Infinite Dismissal x2
Invisible Wire
Mesmeric Control
Shadow Spell
Tears of the Mermaid x2
Ritual:
Zera Ritual x2
Starting with Darkness-ruler is easier since Pegasus and Keith are better
duelists than he is and they also have better cards. Darkness-ruler, as you
might expect, uses Dark Monsters, or fiend. He can be pretty tough if fiend
isn't your type, the terrain factor is huge in this battle and he will really
use it well. Almost all of his monsters are 2000+ due to the Dark tiles and he
even has a monster that decreases your monsters AP and DP 100 each turn!
Having 2 or 3 cards that can change the terrain to your advantage will shut
him down though, I suggest 2 or 3 because he uses Yami which changes the
terrain to Dark. If you happen to be as unlucky as I was and not get any of
them until your final 2 draws just play your cards in defense mode and hold
out because it'll change the tide of the duel.
Note: Playing defense like I suggested tends to work since he won't send out any
of his cards to attack if you just sit, this one can be won by patience, if you
have it that is. The so called card that I noted that decreases your AP and DP by
100 each turn is called Candle of Fate.
After beating Darkness-ruler an alternate path to Keith appears, or if you
haven't defeated Weevil yet, Keith is open for dueling.
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NECROMANCER Deck Level - 795 Dotr_Necromancer
--------------------------------------------------------------------------
Location: Exeter
Deck Leader: Pumpking: The King of Ghosts
Rank: Colonel
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies
Map:
1 2 3 4 5 6 7
A W W W W W W W
B W W W W m m W
C W W W W W m W
D S W S S S m S
E m W m m m m m
F m W W m m m m
G m m m m m m m
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Alinsection
Armored Zombie x2
Blocker
Blue-Eyed Silver Zombie
Clown Zombie x2
Cyber-Stein
Dokuroizo the Grim Reaper
Dragon Zombie x2
Fiend's Hand
Ganigumo
Graveyard and the Hand of Invitation
Minar
Nightmare Scorpion
Pumpking the King of Ghosts
Shadow Ghoul
Shadow Spectre x2
Skelgon
Skull Servant x2
The Snake Hair
Wood Remains x2
Yaiba Robo
Yaranzo
Zombie Warrior
Magic:
Call of the Haunted x2
Dark Energy x2
Dark Hole
Monster Reborn
Violet Crystal x3
Wasteland
Ritual:
Revival of the Dokurider
We can duel Necromancer next, who uses Zombie monsters. The terrain really
shouldn't be a factor in this one, the only thing to really worry about is
Necromancer's Pumpking: The King of Ghosts monster. Pumpking increases the
power of all zombie monsters by 100 each turn! This could be devastating if
you hold out too long, especially since you must construct your deck to have
lower than a 795 DC. Take out most of your really high DC cost card and insert
power up cards in which to build on the strength of your monsters. This should
help you get a really strong monster out onto the field quickly and take him
down since most of his monsters are only around 1500 AP and that's only if
they are on the wasteland. Once/if he summons Pumpking (You'll see a power
increase phase after Necromancer's turn) go and hunt out the last card he
played and take it down, once Pumpking is down Necromancer really shouldn't
stand a chance.
Note: He will move his Deck Leader to A1 every time and just sit there in the
corner very well protected. Change the terrain in the Upper Wasteland area (B2 or
B3 should work maybe C2 or C3 if you can't get close enough) and give yourself a
very healthy advantage.
Also beware of his leader ability, it increases all his zombies by 500 along with
the nasty terrain effect for a 1000 point bonus, so a 1000 AP creature is now a
2000 AP creature when near the deck leader.
After beating Necromancer you get a White Rose Card and that's it... how lame.
---------------------------------------------------------------------------
KEITH Deck Level - 1027 Dotr_Keith
---------------------------------------------------------------------------
Location: Towton
Deck Leader: Slot Machine
Rank: Lieutenant Colonel
Leader Abilities: Movement Boost for Same Type Friendlies
Map:
1 2 3 4 5 6 7
A W W W W W W W
B W L L W L L W
C W L W W W L W
D W W W L W W W
E W L W W W L W
F W L L W L L W
G W W W W W W W
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Barrel Dragon
Blast Juggler
Brave Scizzar
Cyber Commander
Dice Armadillo
Gatekeeper
Giant Mech-Soldier
Giga-Tech Wolf
Golgoil
Ground Attacker Bugroth x2
Holograh
Launcher Spider x2
Machine King
Mechanical Spider x2
Patrol Robo
Pendulum Machine x2
Robotic Knight
Saber Slasher
Shovel Crusher
Space Megatron
Slot Machine x2
Zoa
Magic:
7 Completed x3
Machine Conversion Factory x3
Metalmorph x2
Limiter Removal x2
Trap:
Invisible Wire
Magic Jammer x2
Keith is one tough guy especially for a deck with low level monsters. Keith
will use Machine Monsters with high attack power (2000+) making it hard to win
with just one card. For this duel a magic card that increases any one type of
monsters strength will prove vital, along with any terrain changing cards which
always prove to be a key factor. For this battle I had to go back and duel some
of the other guys a few times, but mostly Necromancer because he carries 2
cards that can help win any battle, those being 'Graveyard and Hand of
Invitation' and 'Pumpking: The King of Ghosts' cards. GHI changes all of your
cards on the field to zombies when the card is flipped face-up, and Pumpking
just simply beefs them up every turn while in face-up defense position. This
was the strategy that I used and I completely destroyed Keith, otherwise he kind
of killed me since my cards are not that strong. Beware of his Zoa card which he
can mix with MetalMorph for Metal Zoa a monster with 2800 AP, do not let him form
Metal Zoa.
Note: Do not try and run right down the middle of the start, try and play off to
the side because he gets a mean bonus so wait till you can get a power up because
he usually gets one and just sends a strong monster after you, the middle being
the shortest way to you. So, if you want to start an attack off the start use the
sides.
After beating Keith a path to the Labrynth-ruler appears and Labrynth-ruler is
now open for dueling.
-----------------------------------------------------------------------------
LABRYNTH-RULER Deck Level - 1016 Dotr_Labrynth
-----------------------------------------------------------------------------
Location: Newcastle
Deck Leader: Monster Tamer
Rank: Brigadier
Leader Abilities: None
Map:
1 2 3 4 5 6 7
A N N N N N N N
B C L L L L L D
C F m m S W W D
D F L L L L L C
E F m m S W W D
F C L L L L L D
G N N N N N N N
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Acid Crawler
Beautiful Headhuntress
Cockroach Knight x2
Dream Clown
Dungeon Worm x2
Hero of the East
Jirai Gumo x2
Kattapillar
Kazejin
Kojikocy
Korogashi
Labyrinth Tank x2
Monster Tamer
Needle Worm
Sanga of the Thunder
Shadow Ghoul x3
Skull Stalker
Suijin
Magic:
Final Flame x2
Goblin's Secret Remedy x2
Labyrinth Wall x2
Laser Cannon Armor
Magical Labyrinth x3
Ookazi x2
Shift
Trap:
Eatgaboon
Ritual:
Gate Guardian Ritual
The Labrynth-ruler uses a variety of cards that can pass through the labrynth
tiles that are found through out the board. The board is a maze created by the
labrynth tiles and crush tiles are placed on each end so that high level
monsters may not pass. A good strategy here would be to get a terrain magic card
and use it over the crush tile on the right side of the board so that you can
take your higher level monsters over to the Labrynth-ruler's side and get a
very quick win. Unfortunately, sometimes this doesn't work because he too has a
terrain changing magic card called 'Labrynth Wall' which places a labrynth tile
in the space where the magic card is played, usually stopping your easy win. If
this happens than your just going to have to follow the maze around until you
can get to his side. Labrynth-ruler's strongest card is The Labrynth Tank (AP
of 2400 and DP of 2400) and it can pass through the labrynth tiles which doesn't
help at all. So when you see a card moving onto a labrynth square you can sort
of guess that this is his Labrynth Tank, so simply plan ahead for his attack and
kill it. The downside to this is that he also has a few other cards that can
pass through the labrynth wall (low level though) so you might guess wrong and
lose your chance of destroying the Labrynth Tank. All in all the Labrynth-ruler
isn't that hard so just take his Labrynth Tank down if you can't get the quick
win and hack away since his other monsters are not that strong.
Note: To help in identifying the Labrynth Tank I have found that if you see a card
being transformed as it moves onto the tile it isn't Labrynth Tank but Shadow
Ghoul which changes into Wall Shadow.
After beating Labrynth-ruler an alternate path appears leading to Pegasus.
----------------------------------------------------------------------------
PEGASUS CRAWFORD Deck Level - 1254 Dotr_Pegasus
----------------------------------------------------------------------------
Location: Lancashire
Deck Leader: Illusionist Faceless Mage
Rank: Vice Admiral
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies
Map:
1 2 3 4 5 6 7
A T T T T T T T
B T T T T T T T
C T N T T T N T
D L N L L L N L
E S N S S S N S
F m m m m m m m
G m m m m m m m
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Bickuribox
Dark Rabbit
Dragon Piper
Genin
Illusionist Faceless Mage
Manga Ryu-Ran
Niwatori
Parrot Dragon x2
Rogue Doll
Saggi the Dark Clown
Stuffed Animal x2
Swordstalker
Toon Aligator
Toon Mermaid
Toon Summoned Skull
Magic:
Brain Control x2
Bright Castle x2
Change of Heart
Dragon Capture Jar x2
Fiend Castle x2
Magical Nuetralizing Force Field
Megamorph
Mimicat
Toon World x2
Tremendous Fire x2
Trap:
Invisible Wire x2
Mesmeric Control x2
Spellbinding Circle
Ritual:
Curse of the Millenium Shield
Garma Sword Oath
Pegasus is no pushover at all, he has some of the more powerful cards in the
game at his disposal (Change of Heart, SwordStalker, Bickuribox... and so on
and so forth). Not only does he carry high level cards but also an inumerous
amount of trap cards which he places all over his toon world. The object to
winning here is to have 4 weak cards (1500+) and one strong card (3000+) go
into the toon area with a terrain changing magic card and a spellbinding trap
card of your own. If you have 'Reaper of the Cards' you are in good shape but
only if you can power it up (It's effect allows it to pass through trap cards
without setting them off!) because it's 1350 AP could really cost you some LP
if you mess up. Now to explain how this works, your second strongest card should
enter the toon area followed by your terrain magic card. If one of his cards is
moved near your monster use your magic card, if not push further always staying
2 spaces away from a card. Once 2-3 tiles in use the magic card and send in all
of your other monsters except the strong card. This should kill most of your
monsters since his traps will be set off, any card that manages to make it by
will still have some trouble getting in because of a potential SwordStalker
awaiting. If you have any cards that reveal your opponents cards such as 'The
Unsuspecting Spy' or 'Dark-Piercing Light' it would have been smart to use them
beforehand but if in your hand play them now. Then just send in your heavy
hitter and go for the home-run, he gives promising cards in the slots so feel
proud when you finally take him down.
Extra Tip: Keep your Deck Leader away from your other monsters because Pegasus
likes to use 2 Tremendous Fires (-1000 LP each!) than use Change of Heart or
Brain Control and use your monsters to kill you, this happened to me a few times
when I've gone back to duel him for better cards so please try and keep your
Deck Leader atleast 1 or 2 spaces away from your other cards.
After defeating Pegasus a path appears leading to Ishtar and she is now open
for dueling.
----------------------------------------------------------------------------
ISHTAR Deck Level - 861 Dotr_Ishtar
----------------------------------------------------------------------------
Location: Isle of Man
Deck Leader: Witch of the Black Forest
Rank: Colonel
Leader Abilities: Increased Strength for Same Type Friendlies
Map:
1 2 3 4 5 6 7
A W C S S S S S
B C C S C C C S
C S S S C W C S
D S C C C C C S
E S C W C S S S
F S C C C S C C
G S S S S S C W
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
30,000-Year White Turtle x2
Aqua Madoor
Baby Dragon
Bolt Penguin x2
Boulder Tortoise x2
Destroyer Golem
Gemini Elf
Great White
Invitation to a Dark Sleep
Kairyu-Shin
Kaminarikozoa
Koumori Dragon
Monsturtle
Penguin Knight x2
Penguin Soldier x2
Star Boy x2
Takriminos
Water Element
Waterdragon Fairy
Winged Dragon Guardian of the Fortress #1
Yado Karu
Zarigun
Magic:
Aqua Chorus
Cursebreaker
Hightide x2
Power of Kaishin x2
Spring of Rebirth
Trap:
Fake Trap x2
Mirror Wall
Shadow of Eyes
Ritual:
Turtle Oath
If you happened to think that Weevil was easy then think again, she may be the
easiest opponent in the game and it's really quite sad because she is used late
in the game, guess that Konami wanted to give us a break after Pegasus. All I
did for this one was have 1400 AP monsters in my deck and ran straight up the
crush tiles with them, it forced her back and I just summoned a few higher
level cards (1900+) and took her down with 3 direct hits. Shouldn't be that hard
of a duel to win quickly with, but if you really want to try and make her look
silly change the terrain to wasteland because than her Aqua monsters get a 500
point decrease making them have APs of 1000.
Note: As you can see from the map I provided Isthar has to move her strongest
monsters around the crush and to you which is 11 spaces if she summons a strong
card off the start. This gives you plenty of time to things and this can be won
easily if you have a few strong cards and alot of 1400 AP monsters as I stated
above. Also, keep in mind that she does have Mirror Wall to make up for her
monsters weak AP.
After beating Ishtar all the previous paths converge and create a new city
called Bosworth in the middle of the map and Richard Slysheen of York is open
for dueling.
----------------------------------------------------------------------------
RICHARD SLYSHEEN OF YORK Deck Level - 1039 Dotr_Richard
----------------------------------------------------------------------------
Location: Bosworth
Deck Leader: Battle Steer
Rank: Secretary of Defense
Leader Abilities: Level Cost Reduction for Summoning Same Type, Extended Support
Range, Movement Boost for Same Type Friendlies
Map:
1 2 3 4 5 6 7
A M M M M M M M
B M m m m m m M
C M m m m m m M
D M m m m m m M
E M m m m m m M
F M m m m m m M
G M m m m m m M
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Armaill
Armed Ninja
Battle Ox x2
Battle Steer
Beautiful Headhuntress
Empress Judge x2
Guardian of the Labyrinth
Hard Armor
Judge Man
Kagenush the Blue Flame
Lava Battleguard x2
M-Warrior #1 x2
M-Warrior #2 x2
Masaki the Legendary Swordsman
Millenium Golem
Panther Warrior x2
Rude Kaiser x2
Swamp Battleguard x2
The Judgement Hand
Zanki
Magic:
Axe of Despair x2
Cursebreaker
Legendary Sword x2
Raigeki
Sword of Dark Destruction x2
Sword of Dragon Soul
Trap:
Acid Trap Hole x2
Ritual:
Revival of Sennen Genjin
Prior to this you are told that today is the day that you promised to meet
Henry (Yugi), but this idiot thinks you are a Rose Crusader and ask you to
duel him. The field is basically all meadow so the warriors will be at an
advantage on this one, that is unless you change the terrain (I hope that you
will since it puts him at the disadvantage). Really simple battle since he is
the king and doesn't duel. The strongest monster he played on me was Judge Man
with a AP of 2200 but that was after I decreased it 500 due to the terrain.
Still it was easy, so get a strong card out and just run it up the middle
because he really doesn't use trap cards.
Note: I have seen him play rather dumb before (Knowingly puting a card next to
you when he knows your card and knows he will lose) so think before you play since
you just might be able to sneak in a quick win.
After beating Richard Slysheen of York, Pegasus enters the picture and tells
Richard III that besides Seto all of the Rose Crusaders have fallen to you,
the Rose Duelist, whom he just had the pleasure of dueling. He then informs him
that since this has happened Yugi should be very successful in landing his
troops and taking over. Pegasus then states that it would be foolish for him not
to back the winning horse and we see a scene which states;
August 22nd, 1485 The final battle of the Wars of the Roses commences on
Bosworth field...
Some time later...
A horse.. A horse...
My kingdom for a horse...
Richard III falls in battle...
Lo, here, this long-usurped royalty from the temples of this wretch have I
pluck'd off to grace thy brows withal. Wear it, enjoy it, and make much of it.
The victory brought by Yugi's troops signalled the end of over 330 years of rule
under the Plantaganet.
Yugi enters the picture and thanks you and tells you that he could not have done
it alone. He asks you to go to Stonehenge and defeat Seto to end his evil threat
once and for all.
-----------------------------------------------------------------------------
SETO Deck Level - 1184 Dotr_Seto
-----------------------------------------------------------------------------
Location: Stonehenge
Deck Leader: Blue Eyes White Dragon
Rank: Secretary of Defense
Leader Ablities: Level Cost Reduction for Summoning Same Type, Increased
Movement
Map:
1 2 3 4 5 6 7
A F m m m m m F
B m m L N L m m
C m L N N N L m
D m N N N N N m
E m L N N N L m
F m m L N L m m
G F m m m m m F
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Battle Ox
Blue Eyes White Dragon x3
Gear Golem the Moving Fortress
Hannibal Necromancer
Hourglass of Courage
Hourglass of Life
Invitation to a Dark Sleep
Judge Man x2
Kageningen
Kaiser Dragon x2
La Jinn the Mystical Genie of the Lamp
Legendary Sword
Lord of Dragons
Makazukinoyaiba
Mystic Horseman
Sky Dragon
Steel Ogre Grotto #2
Sword Stalker x2
Swordsman From A Foreign Land
Magic:
Axe of Despair
Cursebreaker
Dragon Treasure x3
Gift of the Mystical Elf
Monster Reborn
Mountain
Sword of Dark Destruction
Trap:
Anti Raigeki
Magic Jammer
Negate Attack
Royal Decree
Shadow Spell
White Hole
Ritual:
Ultimate Dragon
Seto's field is pretty basic and has no real strength to it except for the
warrior type monsters. Seto uses dragons and namely 2 that are rare and very
decent cards, Kaiser Dragon and the fabled Blue Eyes White Dragon. To go along
with having dragon type monsters he also has 2 other cards which can be back
breakers in this match, Lord of Dragons and Ultimate Blue Eyes ritual cards.
The Lord of Dragons stops all magic cards from effecting any dragon type monster
on the field and the Ultimate Dragon ritual fuses 3 Blue Eyes White Dragons and
creates Ultimate Blue Eyes White Dragon with an AP of 4500 and DP of 3900.
Basically in a sense, if you have very weak cards and all your traps are used,
than it would be nice not to see him play this card, unfortunately he tends to
get it alot. Object here is to lure out atleast one of his BEWD (Blue Eyes White
Dragon because typing it out tends to get annoying) into a trap like Acid Trap
Hole or something like Gravity Bind which will decrease his AP. My method was
very well planned out but he seemed to be lucky on getting a Destiny Draw every
time except for the time I beat him, on his Destiny Draw he gets Mirror Force
which will take out all your cards in attack position on the next time you try
to attack him so my suggestion to you is to flip all your cards to defense mode
and run a suicide mission with a weak card. That'd be about it so good luck on
defeating Seto because he gave me some trouble since I had no trap cards and no
really strong cards, I had to rely on Pumpking: The King of Ghosts (My new
savior in this game!!!)
After beating Seto he tells you that it was a duel to be remembered and that
he takes great pride in the fact that he fell by your hand. Then he goes on to
tell you that only an idiot would believe that crap except for the duel to be
remembered part. Thanks to you he has now completed the ritual for the 'Great
Summoning of the Roses'. He then explains everything as follows;
The 'Rose Duelist' is an integral part to the 'Great Summoning'! For only by
unleashing absolute power from a duel can the 'Great Summoning' succeed. There
is only one reason why I came to England and sided with the Yorkists...
I needed YOU!!! I knew that once the Lancastrians were cornered, they would turn
to the High Druid and summon the only one who could wield power that is equal
to mine!!! The ritual for the 'Great Summoning' is nothing less than a high-
powered duel with the Rose Duelist! And the key to the ritual is having all the
Rose Cards here at this hallowed site. In short, your victory is but a hallow
one, child!!! Ahhh!!! The time has come to savor that which has eluded my clan
for centuries!!! With the coming of the Card Guardian, I will seal a pact that
will ensure my rule as well as those who will ascend me throughout the future!!!
After the speach the Rose Guardian appears and Seto tells him that he has a
sacrifice for him, you! Manawyddan fab Llyr says that there is a
misunderstanding and but only fool would pass up a sacrifice like the Rose
Duelist.
Manawyddan fab Llyr the ancient Rose Guardian is now open for dueling at
Stonehenge. Pressing L1 or R1 will allow you to duel Seto again.
-------------------------------------------------------------------------------
Manawyddan fab Llyr Deck Level - 1985 Dotr_Manawyddan1985
-------------------------------------------------------------------------------
Location: Stonehenge
Deck Leader: Skull Knight
Rank: Secretary of Defense
Leader Ablities: Extended Support Range, Increased Strength for Same Type
Friendlies, Weaken Specific Enemy Type
Map:
1 2 3 4 5 6 7
A F m m m m m F
B m m L C L m m
C m L C C C L m
D m C C C C C m
E m L C C C L m
F m m L C L m m
G F m m m m m F
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Curse of Dragon
Curse of the Tri-Horned Dragon
Dark Elf x2
Feral Imp
Gemini Elf
Koumori Dragon
Kuriboh
Princess Tsurugi
Queen of Autumn Leaves
Skull Knight
Skull Knight
Magic:
Crush Card
Dian Keto the Cure Master
Dian Keto the Cure Master
Dark Piercing Light
Grave Robber
Just Desserts x2
Last Day of Witch
Megamorph
Multiply
Paralyzing Potion
Raigeki x2
Riryoku x2
Solomon's Lawbook
Time Seal
Tremendous Fire x2
Warrior Elimination
Trap:
Gorgon's Eye
Gravity Bind x2
Mirror Force x2
Wide Spread Ruin
Ritual:
Cosmo Queen's Prayer
Let me just start of saying that he is one tough duelist, not dubbed the 'Card
Guardian' for any particular reason other than the fact that he is supposively
unbeatable, good thing I'm on your side to tell you that he is because I have
beaten him with a deck cost of 1029 (Yes 1029, I love Pumpking: The King of
Ghosts, using him makes me godlike). I will finish the rest once I actually
create a strategy for him but it takes good cards such as Change of Heart and
Mimicat or Monster Reborn to win this battle. I prefer Mimicat because he uses a
card called Riryoku which halves your LP and adds that LP to his cards strength!
With Mimicat you can turn the tables on him and use this card against him!!!
If you have Magician of Faith (Effect: When flipped face-up revive one magic
card this turn, available use next turn!) than you can use it again! These are
just some of the ways to win against him, but it really takes practice with
these styles (unless you use them already) to win against him. Change of Heart
is best played after he uses Riryoku (You'll see Force+ appear on the screen)
and then taking over that monster, this usually results in a 1 hit win! Again,
I will provide TRUE strategy to this as soon as I can because it is hard to
create a strategy without listing a good deck or deck type, so just use what you
have and try and get lucky like I did or if not just level up your cards and
get some better ones like the ones I listed. Pegasus and Seto have great cards so
if you need to go back to them and duel them for good cards, also check the decks
I provided for others as well since I have listed every card they have, it might
just help your deck alot.
Extra Notation: I was just now (March 9th, 2003 at 8:24pm Eastern time) playing
and getting all the Deck Leaders info in which case I came to Manawyddan, I
decided to duel it out figuring I'd lose really quick, but I didn't lose and
I'm going to explain the funniest thing ever. I moved onto the crush space
and after turn 2 direct attacked him for 800 points. He direct attacked me for
1200 points after using Force+ to take away 2000 points. I have 800 LP and he
has 3200 LP, I do a direct attack by moving up to the top of the maze and
summoning a 1500 AP Dragon monster. He runs and I summon another, this time he
doesn't run but is in reach only by moving and summoning a creature. I did just
this and summoned a 1500 Dragon monster in combination with a power up card and
killed him. Sad thing is I forfeited 10 matches to get all the Deck Leader
stats so I am 19-10 and never saved at any point. If in case you were wondering
my deck cost was 762 since I lowered it enough to play Necromancer without
having to go back and edit my deck. This is truly a sad story but I did save so
now I can do the Yorkists side of the story, some computer players are just
REALLY dumb I guess. This extra notation just goes to prove that you can be very
lucky at things and that DC doesn't matter! BTW this happens to be the first
time I have beaten him without using using passwords and I am very proud of
myself. I'll prolly post this some time in the message boards since it's a great
computer flaw for allowing me to win so easily.
Extra Note: The middle of the field is all Dark tiles and he uses dark monsters
so just be aware of that!
SUPER INFORMATION by Kimble Wakeen:
Using Goblin Fan against him will counter the Riryoku and do the damage to him!
So just put Goblin Fan in your deck and walla no more losing half of your LP and
no more super powered enemies to worry about.
A funny story and good strategy by Aaron Folz:
I started out using my mountain card to switch the dark sqaures in the center to
something more in my favor. However, my monsters are were far from up to par to
beat his, and worse yet my cards were some of the worst from my deck to start out.
I thought I was dead, but decided to keep playing for some crazy reason. Next, he
played royal decree which protected his cards from traps and also pulled out the
Labyrinth Tank the turn after with Riryoku(which powered it up to 3850 or about
that(I knew it was the tank as soon as he moved it on the Labyrinth). Now I new I
was screwed, but for some reason just played anyways. I played Tenderness and sent
it into the lower-right corner and tried using the paralyzing potion on the tank,
forgetting that it doesn't work on machines. While I ran with my deck leader from
the tank, in the oppisite direction from where my Tenderness card was. He sent
Gaia the Fierce Knight and another card after my Tenderness, while the tank
followed me up the left side of the arena. I guess the computer thought I was
coming to attack so it sent the deck leader to the center of the board leaving
the royal decree open which I sent the Little Chimera to go destroy followed with
a paraylizing potion to hit the monster Manawyddan sent after it. By this time I
had reached the top-left corner and just kept running in a circle with the
Labyrinth tank behind me. At this point, about my 6th lap with the tank, he sent
a Summoned Skull after me and had it start attacking the cards I had left behind
running up the side while trying to get a better hand(the Labyrinth tank was
moving in the column right next to me). One was the Sectarian of Secrets, which
spellbound the Summoned Skull long enough for the Little Chimera to destroy the
Royal decree as well as paralyze the monster he had coming to get it. This also
put the Summoned Skull down to 2200 AP. At this point it had been about my 7th
lap around that little circle with the tank chasing me. I sent the spell binding
circle to trap the Summoned Skull which dropped it to 1600 AP, and then on the
next turn(I was lucky I was just coming around to the lower exit of the circle so
the tank was behind where I was summoning to.) I summoned my Kaiser Dragon with
Dragon Treasure to kill off Summoned Skull. Manawyddan already had 5 monsters on
the field with that Summoned Skull, one monster I paralyzed that was trying to
stop my Little Chimera, two others which were just sitting there where my
Tenderness used to be, a Gate Deeg in defense mode on the other side of his deck
leader, and the Labyrinth Tank still chasing me. For some reason he didn't summon
another monster and my Kaiser Dragon was moved on to the mountain terrain, which
put it's AP up to 3300, with the next turn while I was still running around in
circles with the Labyrinth Tank. All he did was move his tank to chase me more.
When his turn ended, I was shocked. Here he was with a Gate Deeg in defense on
the other side of him and all his other cards scattered to the corners of the
arena with his deck leader in striking distance and he didn't even summon another
monster... So, on the next turn I moved the Kaiser dragon two spaces, thanks to
the mountain terrain, and killed him!!! What Luck!
After beating Manawyddan fab Llyr the ending takes place in which after the
ending a piece of Seto's Chain is left behind. On the back it tells you the
password that you can enter after you continue. It then asks if you would like
to save, say yes or you will not be able to begin the Yorkists side of the story
or if you played the Yorkists side first then you will not get the edit map
option in the Custom Duel Screen.
END LANCASTRIANS SIDE
-----------------------------------------------------------------------------
Yorkists
-----------------------------------------------------------------------------
You've decided to team up with Seto and his Rose Crusaders to easily acquire
the 16 Rose Cards that you need to return to your own time. Seto reiterates the
fact that Simon told you that he gave the cards to the best duelists of there
land. Seto tells you that he would love to join you but he is needed to maintain
their barrier as a means of defense. He warns you that Yugi should have one of
the Rose Cards since he is a Lancastrian Royalty, he warns you because he is a
very good duelist and only the likes of himself being around stop Yugi from
being the best duelist alive. I would just like to add that this side of the story
has duelists with relatively low DC and is definitely the easier side of the story
and is suggested as your starting position to have better cards on your second
time through. You begin your journey at Stonehenge.
----------------------------------------------------------------------------
TEA Deck Level - 933 Dotr_Tea
----------------------------------------------------------------------------
Location: Windsor
Deck Leader: Dancing Elf
Rank: 2nd Lieutenant
Leader Abilities: None
Map:
1 2 3 4 5 6 7
A N N N M N N N
B M N N N N m N
C N N m N N N N
D N N N N M N N
E N M N N N N m
F N N N m N N N
G m N N N M N N
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
AirKnight Parshath
Binding Chain
Dancing Elfx2
Doma The Angel Of Silence x2
Goddess With The Third Eye
Gyakutenno Megumi x2
Happy Lover
Hourglass Of Courage
Hourglass Of Life
Hoshinigen x2
Key Mace
Orion The Battle King
Petit Angel
Ray And Temperance
Skelangel
Spirit of the Harp x2
Tenderness
Wing Egg Elf x2
Winged Egg of New Life x2
Magic:
Creature Swap
Dark Piercing Light
Enchanted Javelin x2
Insect Imatation x2
Silver Bow and Arrow x3
Soul Of The Pure x2
Winged Trumpeter x2
Trap:
Tears Of The Mermaid
Tea is the first of the Lancastrian defenses and naturally the easiest since
she is the first one that you can duel. Strategy against her is pretty basic,
because she isn't that tough. Tea basically uses Fairy type monsters with and
AP of around 1700 on average level. She does have some stronger monsters and
can really make them strong (2500+) if she uses a few power ups and magic cards.
It's prolly a good idea to get a strong start on attacking because then it makes
her have to run and then you can get your terrain card in and just hack away at
her Deck Leader.
After beating Tea a path appears and T. Tristan Grey is now open for dueling.
-----------------------------------------------------------------------------
T. Tristan Grey Deck Level - 1149 Dotr_Tristan
-----------------------------------------------------------------------------
Location: London
Deck Leader: Karbonala Warrior
Rank: Lieutenant Colonel
Leader Abilities: None
Map:
1 2 3 4 5 6 7
A N N N N N N N
B D D D D D D D
C W W W W W W W
D S S S S S S S
E F F F F F F F
F m m m m m m m
G N N N N N N N
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Ansatsu
Amazon Of The Sea
Beautiful Beast Trainer
Blocker
Dark Prisoner
Deepsea Shark
Fire Kraken
Garoozis
Gate Keeper
Giant Turtle Who Feeds On Flames
Guardian Of The Throne Room
Kanan The Swordsmistress
Leogun
Lord Of The Lamp
Mabarrel
Madjinn Gunn
Misairuzame
Monster Egg
Mysterious Puppeteer
Mystery Hand
Neo The Magic Swordsman
Pale Beast
Patrician Of Darkness
Rude Kaiser
Sleeping Lion
Sorcerer Of The Doomed
Spike Clubber
The Drdek
The Illusory Gentleman
Togex
Two-Mouth Darkruler
Uraby
Versago The Destroyer x2
Warrior Of Tradition
Wicked Mirror
Magic:
Creature Swap
Fairy Meteor Crush
Ritual:
Ressurection Of Chakra
T. Tristan Grey is the next opponent we have; he uses a variety of monster types
to go along with variety in terrain that is across the board. His side it made up
of Dark and Wasteland tiles, while yours is mostly Forest and Meadow, the middle
of the board being water. Having a Dragon type monster in your deck will prove
very usefull since it will not be affected by terrain in this duel allowing you
to get over to his side and do some damage. His monsters are not that strong but
he does have a few 1900+ monsters in his deck so do be aware of that. Another
thing to note on is that he will run usually one or two monsters onto the water
tiles and just move them back and forth... this is where you can do some damage
because these monsters are not that strong. Simply power up a card strong enough
to do some heavy damage (2000-3000) and do not forget that this monster can be a
water type since he does use a wide variety of monster types. Not too hard so
beat up on him if you need some good cards. One last note is that he uses 1-2
traps (Acid Trap Hole was one of them I believe) so don't be afraid to just march
down into his territory and strike him head on.
After beating T. Tristan Grey a path appears and Margaret Mai Beaufort is now
open for dueling.
-----------------------------------------------------------------------------
Margaret Mai Beaufort Deck Level - 1003 Dotr_Mai
-----------------------------------------------------------------------------
Location: Canterbury
Deck Leader: Harpie Lady
Rank: Colonel
Leader Abilities: Increased Movement
Map:
1 2 3 4 5 6 7
A W M M M M M W
B W M M M M M W
C W M M M M M W
D W M M M M M W
E W M M M M M W
F W M M M M M W
G W M M M M M W
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Birdface
Blue-Winged Crown
Cyber Shield x2
Darkfire Dragon x2
Empress Judge
Harpie Lady x3
Harpie's Pet Dragon x2
Kanan the Swordsmistress
Monstrous Bird
Peacock
Punished Eagle
Tyhone
Wing Eagle
Magic:
Cursebreaker
Electro-Whipx2
Elegant Egotist x3
Follow Wind x3
Gust Fan x3
Harpie's Feather Duster x2
Monster Reborn
Mountain x2
Trap:
Acid Trap Hole
Invisible Wire
Mesmeric Control
Shadow of Eyes
Ritual:
Revived Serpent Night Dragon
Margaret Mai Beaufort, what a hard battle this is if you can't change the terrain
quickly. The best way I know to beat her is when you see her play 3 cards in a
combo and the first two mix, is to play a trap on that card (this card is her
Harpie Lady fused with Elogant Egotist creating Harpie Lady Sisters and then she
usually uses a power up card to increase it by 500 making a 3450 AP monster!).
Just to make sure that this is Harpie Lady Sisters check the graveyard for the
cards I listed above after you see a fusion. She likes to use another card called
Harpie's Pet Dragon in combination with Harpie Lady Sisters creating a very
deadly combo since the Dragon will gain 300 points from the Sisters and the
Dragon's ability says that when the Sisters are played it gets a 900 point bonus,
300+900=1200 and that spells trouble, but not literally of course. She has some
other card (I honestly forget the name) that while in face-up defense position
adds 300 points to every Winged-Beast (Mai's Type) which is also another back
breaker. Objective here is to have atleast 3 traps and get a strong card out so
you can change the terrain, gain the 500 point advantage which takes away 500 on
her part (500+500=1000 points up for you!) and run the trap card up towards her
with your strong monster. Sending a wave of weaker monsters previous to this will
prolly get rid of some of her traps, but also some of your cards. She has a trap
card that stops you from placing cards in defense position (Gorgon's Eye I think)
so don't even think about that. If she still can't be defeated then your going to
have to get some better cards (Combo for Perfectly Ultimate Great Moth is never a
bad idea, especially if you have a forest deck).
Additional Strategy by Aaron Folz:
Getting past those Harpy Lady Sisters was quite a pain, since my field card was
mountain anyways, and my strongest monster was the Kaiser Dragon equiped with
the Dragon Teasure, I couldn't really beat them. However, once you get rid of
the Harpy Lady sisters, it isn't too bad, so having a couple spellbinding items
would be the best chance in my opinion. I still had to worry about the Monsterous
Bird, and Punished Eagle if she powered them up, but spellbinding them worked as
well.
After beating Margaret Mai Beaufort a path appears to Dover city where you can go
to get on a boat to the continet.
----------------------------------------------------------------------------
Mako Deck Level - 1001 Dotr_Mako
----------------------------------------------------------------------------
Location: Strait of Dover
Deck Leader: Kairyu-Shin
Rank: Rear Admiral
Leader Abilities: Movement Boost for Same Type Friendlies
Map:
1 2 3 4 5 6 7
A m m m S S S S
B m m S S S S S
C m m S S S S S
D S S S S S S S
E S S S S S S S
F S S S S S S m
G S S S S S m m
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Akihiron
Aqua Chorus
Aqua Snake
Bottom Dweller
Change Slime
Crazy Fish
Enchanting Mermaid
Fiend Kraken
High Tide Gyojin
Jellyfish x2
Kairyu-Shin x2
KaniKabuto
Maiden of the Aqua
Man-Eating Black Shark
Mech Bass
Octoberser
Ooguchi
Red Archery Girl
Roaring Ocean Snake x2
Root Water
Sea King Dragon
Spike Seadra
Takriminos
The Furious Sea King
Tongyo
Turu-Purun
Zone Eater
Magic:
Heavy Storm
Hightide x2
Power of Kaishin x3
Spring of Rebirth
Umi
Violent Rain
Ritual:
Fortress Whale's Oath
Previous to this Mako tells you he will take you to the continet and he will, but
first you must duel him and defeat him to progress! His board is completely taken
over by water except for the 2 corners that you can see and if you hadn't guessed
he uses Water type monsters. This is good for those of you who use a deck with
Wasteland cards in their deck since the Wasteland terrain will decrease his cards
by 500 points leaving you a very nice advantage over him. Not that hard of a duel
because his monsters are relatively weak if you change the terrain to his dis-
advantage. I personally use a Zombie deck so I had Wasteland and most of his
monsters were 100 AP and 100 DP, so I'm guessing around 1000+ for his monster
average. Try and win a few Kairyu-Shin's from him if you can since it is a great
card for any deck with water creatures, let alone the fact that the card itself is
great.
Additional Strategy by Aaron Folz:
Not an easy opponent for me to beat, except for one thing. I had the Flame Ghost
which allowed me to devastate him fairly well. I just had to put my guys on the
meadow sqaures and then flip the flame ghost and I kissed all his cards on the
field goodbye.
After beating Mako a new path appears and you are taken to the city of Boulogne
and another path opens upon arrival there, Joey is now open for dueling.
-----------------------------------------------------------------------------
Joey Deck Level - 970 Dotr_Joey
-----------------------------------------------------------------------------
Location: Amiens
Deck Leader: Flame Swordsman
Rank: Admiral
Leader Ablities: Extended Support Range
Map:
1 2 3 4 5 6 7
A S m F M W D T
B S m F M W D T
C S m F M W D T
D S m F M W D T
E S m F M W D T
F S m F M W D T
G S m F M W D T
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Ansatsu
Axe Raider
Baby Dragon x2
Battle Steer
Crawling Dragon
Dryad
Flame Sowrdsman
Garoozis
Giltia The Dark Knight
Kojikocy
Megasonic Eye
Mountain Warrior
Panther Warrior
Red-Eyes Black Dragon
Rock Spirit
Ryu-Ran
Salamandra
Swamp Battleguard
Time Wizard
Tiger Axe
The Judgement Hand
Twin-Headed Behemoth
Wolf Axewielder
Magic:
Axe Of Despair x2
Copycat
Ookazi
Kunai With Chain x2
Legendary Sword x2
Metalmorph
Nails Of Bane
Paralyzing Potion
Shield And Sword
Traps:
Acid Trap Hole
Tears Of The Mermaid
Type Zero Magic Crusher
Joey is the next duelist you are to face and his deck is made of alot of warrior
type monsters. His board being different terrain in vertical lines, a good idea
would be to run your cards down and form a wall (if possible) around your Deck
Leader on terrain that suits your type. An example of this would be; You use a
deck with Zombie monsters (like me...) so you would place your monsters along the
Wasteland terrain to your right and advance your monsters up along the line. After
doing this you should move your Deck Leader behind this wall for the ultimate
defense against his cards. This is an evil strategy but what you do is just wait
for those precious terrain changing magic cards to pop up and than you can strike
him and end it. Not that hard if you really think about and especially if you are
lucky enough to get a terrain card early in the match. Something to watch out for
is his Flameswordsman, it gets a 300 point addition against Dragons so if you use
dragons try and stay away from this card. He also has a deadly Red-Eyes Black
Dragon, I've never seen him create a Red-Eyes Black Metal Dragon but he does have
Metalmorph so he can create it.
Note: Try and get Sword and Shield because it can prove very useful in later duels
with better duelists like Yugi.
Additional Strategy by Aaron Folz:
He was rather tricky to beat, and I'd have to say I got by him mostly on luck. I
did notice however, that he doens't really pay attention to what's attacking him.
So if you can get a couple guys in striking distance of his deck leader, he
seemed to ignore them.
After beating Joey a new path appears and J. Shadi Morton is now open for dueling.
------------------------------------------------------------------------------
J. Shadi Morton Deck Level - 982 Dotr_Shadi
------------------------------------------------------------------------------
Location: Paris
Deck Leader: Millenium Golem
Rank: Senior. Admiral
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies, Improved Resistance for Same Type Friendlies, Destroy Specific Enemy
Type
Map:
1 2 3 4 5 6 7
A F F F C W W W
B F F F C W W W
C F F F C W W W
D C C C C C C C
E D D D C S S S
F D D D C S S S
G D D D C S S S
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Berfomet
Blast Juggler
Electric Lizard
Electric Snake
Final Flame
Fireyarou
Flame Cerberus
Giant Soldier of Stone
Hannibal Necromancer
Hibikime
Invader From Another Dimension
Maha Vailo
Mega Thunderball
Molten Behemoth
Prisman
Saber Slasher
Salamandra x2
Serpentine Princess
Soul Hunter
Stone Dragon
Takuhee
The Statue of Easter Island
Thunder Dragon
Thunder Nyan Nyan
Ushi Oni
Vermillion Sparrow
Wretched Ghost of the Attic
Zoa
Magic:
Burning Spear x2
Dark Piercing Light
Dimensionhole
Invigoration x2
Malevolent Nuzzler x2
Spirit of the Books
Spring of Rebirth x2
This one can be tough if you don't get your terrain changing magic card out off
the start because he uses 1400 AP monsters so he can get passed the crush terrain.
If you have a card that gains terrain bonus from either forest or wasteland and
has lower than 1500 AP you are in good shape (BTW this is a suggested STRATEGY!).
You can simply cross the crush terrain and gain your advantage and hack away at
his inferior monsters, but do not underestimate him because he does have some
decent cards. My suggestion for a quick win would be to sacrifice all of your
weaker monsters for your stronger ones so that you can have a better chance of
getting your terrain card. His strongest card that I know of is his Millenium
Golem (2000 AP 2200 DP) but again his cards are not generally that strong.
Additional Strategy by Aaron Folz:
Well the first time I beat him, the computer must have been on an EXTREMELY dumb
streak, because he never moved his deck leader and I simply ran a card up the
crush row and killed him with it! He only put down cards on either side of the
crush and didn't even bother with the one killing him (which was a Psychic Kappa).
In later games however, I noticed a distinctive lack of cards he could play on the
crush, so it was advantagous to put my deck leader on the center tile with crush
spaces on all four sides of it.
After beating J. Shadi Morton a new path appears and Jasper Dice Tudor is open
for dueling.
------------------------------------------------------------------------------
Jasper Dice Tudor Deck Level - 1078 Dotr_Jasper
------------------------------------------------------------------------------
Location: Le Mans
Deck Leader: Exodia the Forbidden One
Rank: Secretary of Defense
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies, Weak Specific Enemy Type
Map:
1 2 3 4 5 6 7
A M M W W W M M
B M L L D L L M
C S L D D D L S
D S L D D D L D
E S L L L L L S
F m m m m m m m
G m m m m m m m
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Aqua Madoor
Curtain of The Dark Ones x2
Illusionist Faceless Mage x2
Injection Fairy Lily
Left Arm of the Forbidden One
Left Leg of the Forbidden One
Nemuriko
Phantom Dewan x2
Right Arm of the Forbidden One
Right Leg of the Forbidden One
Tao the Chanter
The Bewitching Phantom Thief
The Stern Mystic
Witch's Apprentice
Magic:
Black Pendant x3
Book of Secret Arts x2
Final Flame
Just Desserts x3
Ookazi
Solomon's Lawbook
Swords of Revealing Light
Time Seal
Tremendous Fire
Yellow Luster Shield x2
Trap:
Acid Trap Hole
Anti Raigeki
Fake Trap
Gravity Bind
Infinite Dismissal
Magic Jammer
White Hole
First off I think that he is a cheater by setting up himself protection with the
labrynth tiles in front of him forcing you to go around and enter his little fort
to get to him (Yes he will move all the way into his little fort!). He uses alot
of good magic cards like 2 Just Desserts and a Dokazi... this happened to beat me
since I had 5 monsters on the field and he played all 3 of these cards in 1 turn!
He used the 2 Just Desserts for 1800 each and Dokazi for 500 killing me in 1 turn,
don't know if you guys will believe that but it happened so be aware of your
monster count. He also has Final Flame which does 200 points of direct damage, so
as you can see he relies mostly on hitting you with direct magic attacks. Most of
his cards are not that strong but he can form Exodia and win just that easily...
so be aware when he has several cards in his little fort with him because they
just might be some of the Forbidden One's Limbs. Again not that hard of a battle
unless you are as unlucky as me, his monsters are weak but be aware of those magic
cards.
Extra Note: He uses lots of trap cards and even has Time Seal which eternally
spellbounds the card with the highest AP on the field! He also uses Yellow Luster
Shield which raises the defense of all his monsters by 900. Another note is he
also has Tremendous Fire which deals 1000 points of Direct Damage.
Additional Strategy by Aaron Folz:
Here is probably the most 'odds are stacked in his favor' arena I've seen. Mostly
it was a matter of just getting the cards up to his deck leader asap. Also, have
magic negating cards, because if you've played him yet (You probably have by the
sound of it.) you'll notice he has several magic cards that will eat away at your
life points. He gets them quite often as well. He also has anti-raigeki, and white
hole so don't count on their counter-parts.
After beating Jasper Dice Tudor a new path appears and Bakura is open for dueling.
------------------------------------------------------------------------------
Bakura Deck Level - 757 Dotr_Bakura
------------------------------------------------------------------------------
Location: Rennes
Deck Leader: Dark Plant
Rank: Secretary of Defense
Leader Abilities: LP Recovery (annoying!), Extended Support Range, Increased
Strength for Same Type Friendlies, Spellbind Specific Type, Destroy Specific Type
Map:
1 2 3 4 5 6 7
A C F F F F F C
B F C C F C C F
C F C C F C C F
D F F F C F F F
E F C C F C C F
F F C C F C C F
G C F F F F F C
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Abyss Flower
Air Marmot of Nefariousness
Ancient Tree of Enlightenment
Arlownay
Barrel Lily
Bean Soldier
Beast Fangs x2
Dark Plant
Darkwood Thorns
Firegrass
Gate Deeg
Green Phantom King
Griggle
Laughing Flower
Leogun
Living Vase
Man Eater
Man-Eating Plant
Mushroom Man
Mystical Sheep #1
Nekogal #1
Rainbow Flower
Snakeyashi
Tentacle Plant
Wicked Worm Beast
Wilmee
Yashinoki
Magic:
Anti-Magic Fragrance x2
Crush Card
Dark-Piercing Light
Mystical Moon x2
Rain of Mercy x2
Vile Germs x3
Ritual:
War-Lion Ritual
As you can see on the board he plays greatly into his advantage with him using low
leveled plant monsters. He can get around the terrain quickly and even cross those
pesky crush tiles, so off the start you are in deep trouble. He also has that very
annoying Leader Ability called LP Recovery which recovers 50 LP every turn for him
so that means if you wait around 20 turns he has 5000 LP! He has no real stong
monster but just has a bunch of low leveled plants that he doesn't mind to give
up for a trap card such as Acid Trap Hole. The best chance you have here is to use
that lovely magic card on the middle of the field and destroy almost all of his
pesky crush tiles, but there is a downside to this, he has a few Immortal cards
which can pass through the crush terrain with no penalty and upon their demise
they create a 2x2 area into crush terrain! Wisely use that magic card (You know
the one we always use to win, the one that changes the terrain!) because if you
do happen to use it at the wrong time he win with the destruction of a card.
Note: When I said that he had crush creatures I meant that Crush Card changes the
monster so that when it is destroyed it creates a 2x2 area into crush. You can see
which card this is because you will some black smoke go off on the card when he
uses Crush Card in combination with a monster 1000 AP or less.
Additional Strategy by Aaron Folz:
...Yuck... I had to lower my DC in order to fight him, and then I found his deck
leader had the abilities to kill rock types, and spellbind any dragons within it's
range! That stopped me from using most of my stronger cards. Using the field was
the best bet against him. Have one or two strong plants (I fused to get the Rose
Spectre of Dunn and equiped it with vile germs), as well as some card with a 1450
AP. Bakura doesn't have a card that could defeat the 1450 AP card in attack mode
on the crush, or at least he never drew it. I used the 1450 card to drive his deck
leader off the crush squares, which should make him run to one of the corner crush
squares. then just deploy the plant cards on either side to finish the job.
After beating Bakura a new path appears and Yugi is open for dueling.
-------------------------------------------------------------------------------
Yugi Deck Level - 1206 Dotr_Yugi
-------------------------------------------------------------------------------
Location: Brest
Deck Leader: Dark Magician
Rank: Secretary of Defense
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies, Weaken Specific Enemy Type
Map:
1 2 3 4 5 6 7
A W M F m S L C
B m S L C T N D
C C T N D W M F
D D W M F m S L
E F m S L C T N
F L C T N D W M
G N D W M F m S
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Beaver Warrior
Blackland Fire Dragon
Celtic Gaurdian
Curse of Dragon
Dark Magician
Dark Magician Girl
Feral Imp
Gaia the Fierce Knight x2
Gemini Elf
Giant Soldier of Stone
Koumori Dragon
Kuriboh
Magician of Faith
Meteor Dragon
Mystical Elf
Silver Fang
Summoned Skull
Torike
Winged Dragon Guardian of the Fortress #1
Magic:
Black Pendant x2
Book of Secret Arts x2
Brain Control
Cursebreaker
Dark Energy x2
Dimensionhole
Monster Reborn
Multiply
Paralyzing Potion
Raigeki
Shift
Swords of Revealing Light
Trap:
Mirror Force
Negate Attack
Spellbinding Circle
Ritual:
Black Luster Ritual
Dark Magic Ritual
At last we get to take out Yugi and get that final Rose Card to go back home, too
bad it won't be easy. Yugi does use Dark Magician as well as all the other cards
we love from the TV show such as; Gaia the Fierce Knight, Curse of Dragon, and
Swords of Revealing Light (Stops you from playing any cards for 3 turns! ICK!).
The board is totally mixed up and changing the terrain shouldn't play a factor
unless you are getting rid of those stupid Toon Tiles (That is unless you favor
toon which would help you on everything!!!). Again strongest card he has is his
Dark Magician (2500 AP and 2000 DP), also be aware of his ability to get a Destiny
Draw. He has gotten one against me everytime (prolly figures since he does it all
the time in the show) and it is either Raigeki or Mirror Force. If you see his
Draw appear and he does not use the card that he has then place all your cards in
defense position and attack one of creatures so that the Mirror Force only kills
the card that you used (If your smart you would use a weak card like 1500 and
below). That's about it except for the Dark Magic Ritual that he has which creates
Magician of Black Chaos and his Black Luster Ritual which creates Black Luster
Soldier. These are both superior cards with AP's of 3500 so unless you too are
packing some force or some good trap cards you are in deep trouble since he will
prolly win this one. Good Luck because you just might need it!
Extra Note: He has a Dark Magician Girl, not sure if this can be won from the
slots (Prolly not) but just felt like adding that. Forgot to add this but most
of his monsters are in the 2000 AP range some higher and some lower.
Additional Strategy by Aaron Folz:
After many loses to Yugi I realized a few things. 1) He's easy to damage early on.
2) His Mirror Force cards are a pain in the ass. The solution for me? Take a
strong monster and hit him right away. With his life points lower than yours,
just set up a defense. Often enough, he seems to just sit and not do anything.
So if you just let the turn-timer run out, Yugi will just sit there and you'll
have more LPs than him, and thus win. I tried this several times, and it seemed
to work most of the time, so long as most of your cards are face down. I won my
Dark Magician on the slots doing this. He won't chance hitting a card stronger
than his own! I turned all my cards face up in one duel with only one turn left.
He immediately started moving his cards to attack me, but it was to late for him
to do anything. I should also mention that the Bewitching Phantom Thief along with
Dark-Piercing Light is useful to try and pick off his magic and trap cards. When
I used Dark-Piercing Light he tended to use most, if not all of his magic cards
as well. In all truth, most of the players seem to do that when you reveal there
magic cards, but Yugi even more than the others.
After beating Yugi you get the final Rose Card and are taken to Stonehenge where
you use the cards but accidentally summon the 'Card Guardian' Manawyddan fab Llyr!
You now have to duel him in order to go home to your original time, so get going!
-------------------------------------------------------------------------------
Manawyddan fab Llyr Deck Level - 1891 Dotr_Manawyddan1891
-------------------------------------------------------------------------------
Location: Stonehenge
Deck Leader: Skull Knight
Rank: Secretary of Defense
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies, Weaken Specific Enemy Type
Map:
1 2 3 4 5 6 7
A F m m m m m F
B m m L D L m m
C m L D D D L m
D m D D D D D m
E m L D D D L m
F m m L D L m m
G F m m m m m F
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
Cards:
Monsters:
Barrel Dragon
Berfomet x3
Bickuribox
Blue Eyes White Dragon
Crimson Sunbird
Dark Magician
Gaia the Fierce Knight
Gate Deeg x3
Kaiser Dragon
Kazejin
Kinetic Soldier
Labyrinth Tank
Meteor Dragon x2
Red-Eyes Black Dragon x3
Sanga of the Thunder
Seiyaryu
Skull Knight
Suijin
Summoned Skull x2
Thousand Dragon
Toon Summoned Skull
Zoa
Magic:
Dark Hole
Magic Drain x2
Megamorph
Metalmorph
Riryoku x3
Trap:
Royal Decree
Let me just start of saying that he is one tough duelist, not dubbed the 'Card
Guardian' for any particular reason other than the fact that he is supposively
unbeatable, good thing I'm on your side to tell you that he is because I have
beaten him with a deck cost of 1029 (Yes 1029, I love Pumpking: The King of
Ghosts, using him makes me godlike). I will finish the rest once I actually
create a strategy for him but it takes good cards such as Change of Heart and
Mimicat or Monster Reborn to win this battle. I prefer Mimicat because he uses a
card called Riryoku which halves your LP and adds that LP to his cards strength!
With Mimicat you can turn the tables on him and use this card against him!
If you have Magician of Faith (Effect: When flipped face-up revive one magic
card this turn, available use next turn!) than you can use it again! These are
just some of the ways to win against him, but it really takes practice with
these styles (unless you use them already) to win against him. Change of Heart
is best played after he uses Riryoku (You'll see Force+ appear on the screen)
and then taking over that monster, this usually results in a 1 hit win! Again,
I will provide TRUE strategy to this as soon as I can because it is hard to
create a strategy without listing a good deck or deck type, so just use what you
have and try and get lucky like I did or if not just level up your cards and
get some better ones like the ones I listed. Playing Yugi a few times and winning
against him can bag you a few good cards from his slots like his Monster Reborn.
try dueling him alot to succeed in this duel!
Extra Note: His field is controlled in the center by dark tiles so change those
over to your turf and make sure you have good cards!
SUPER INFORMATION by Kimble Wakeen:
Using Goblin Fan against him will counter the Riryoku and do the damage to him!
So just put Goblin Fan in your deck and walla no more losing half of your LP and
no more super powered enemies to worry about.
A funny story and good strategy by Aaron Folz:
I started out using my mountain card to switch the dark sqaures in the center to
something more in my favor. However, my monsters are were far from up to par to
beat his, and worse yet my cards were some of the worst from my deck to start out.
I thought I was dead, but decided to keep playing for some crazy reason. Next, he
played royal decree which protected his cards from traps and also pulled out the
Labyrinth Tank the turn after with Riryoku(which powered it up to 3850 or about
that(I knew it was the tank as soon as he moved it on the Labyrinth). Now I new I
was screwed, but for some reason just played anyways. I played Tenderness and sent
it into the lower-right corner and tried using the paralyzing potion on the tank,
forgetting that it doesn't work on machines. While I ran with my deck leader from
the tank, in the oppisite direction from where my Tenderness card was. He sent
Gaia the Fierce Knight and another card after my Tenderness, while the tank
followed me up the left side of the arena. I guess the computer thought I was
coming to attack so it sent the deck leader to the center of the board leaving
the royal decree open which I sent the Little Chimera to go destroy followed with
a paraylizing potion to hit the monster Manawyddan sent after it. By this time I
had reached the top-left corner and just kept running in a circle with the
Labyrinth tank behind me. At this point, about my 6th lap with the tank, he sent
a Summoned Skull after me and had it start attacking the cards I had left behind
running up the side while trying to get a better hand(the Labyrinth tank was
moving in the column right next to me). One was the Sectarian of Secrets, which
spellbound the Summoned Skull long enough for the Little Chimera to destroy the
Royal decree as well as paralyze the monster he had coming to get it. This also
put the Summoned Skull down to 2200 AP. At this point it had been about my 7th
lap around that little circle with the tank chasing me. I sent the spell binding
circle to trap the Summoned Skull which dropped it to 1600 AP, and then on the
next turn(I was lucky I was just coming around to the lower exit of the circle so
the tank was behind where I was summoning to.) I summoned my Kaiser Dragon with
Dragon Treasure to kill off Summoned Skull. Manawyddan already had 5 monsters on
the field with that Summoned Skull, one monster I paralyzed that was trying to
stop my Little Chimera, two others which were just sitting there where my
Tenderness used to be, a Gate Deeg in defense mode on the other side of his deck
leader, and the Labyrinth Tank still chasing me. For some reason he didn't summon
another monster and my Kaiser Dragon was moved on to the mountain terrain, which
put it's AP up to 3300, with the next turn while I was still running around in
circles with the Labyrinth Tank. All he did was move his tank to chase me more.
When his turn ended, I was shocked. Here he was with a Gate Deeg in defense on
the other side of him and all his other cards scattered to the corners of the
arena with his deck leader in striking distance and he didn't even summon another
monster... So, on the next turn I moved the Kaiser dragon two spaces, thanks to
the mountain terrain, and killed him!!! What Luck!
After beating Manawyddan fab Llyr the ending takes place in which after the
ending a piece of Seto's Chain is left behind. On the back it tells you the
password that you can enter after you continue. It then asks if you would like
to save, say yes or you will not be able to begin the Lancastrians side of the
story or if you played the Lancastrians side first then you will not get the edit
map option in the Custom Duel Screen.
END YORKISTS SIDE
-----------------------------------------------------------------------------
Tips and Secrets/Passwords
-----------------------------------------------------------------------------
In this section I will enveil all of my knowledge and give you all of my great
tips (I hope). I will also list some secrets that really aren't that secret
if you think about it, along with the passwords for certain cards.
------------------------------------------------------------------------------
Tips Dotr_Tips
------------------------------------------------------------------------------
A few pointers if you are stuck with one particular duelist is to
duel some of the other duelists that you have already defeated and build your
deck up so that you can defeat whom you are stuck on. This means going back
and dueling Weevil UnderWood or Tea to gain new cards from the slots. Another
thing you should be aware of is the terrain that your monsters are on, if your
monster is a spellcaster and you are dueling on a meadow terrain than your
monster is losing 500 AP and 500 DP. Every deck comes with a magic card that
can change the terrain of battle field, use this magic card to your advantage
and change the terrain and give yourself the advantage. Most battles are won
by taking advantage of the terrain that you are dueling on so try and do this.
Spellbinding is also a very powerful tool, it stops your opponent from
advancing a certain monster for a certain number of turns, sometimes
infinitely. Monsters that are spellbound are still considered alive and count
towards your opponents monster limit. Even better is that fact that they
cannot be replaced, so that is 1 less monster that your opponent can attack
you with. Certain trap cards can spellbind a monster and cause it to lose some
AP, this can prove helpful if a low level monster loses 1500 AP it could drop
him down to 0 AP resulting, in a way, a direct hit except you don't have to
fight to get to your opponents Deck Leader.
Another important thing to note is that when your enemy fuses cards or powers
up cards, you can check the enemies graveyard and see what they played. For
example, My opponent fuses 2 cards, I check the graveyard and see that the
last 2 cards in the graveyard are 'Gaia: The Fierce Knight' and 'Curse of
Dragon' than I know that my enemy has created 'Gaia: The Dragon Champion'
with an AP of 2600 and a DP of 2100. You can simply follow the card and see
what is happening, than plan a counter-attack on your unsuspecting enemy.
If you want to know how well you have constructed your deck engage in a custom
duel with only 1 memory card inserted than you can duel your deck. Then you
may discover new fusion options or attacking techniques that you didn't know
that you could do with the deck.
If that still doesn't work than try some of the passwords that are provided. I
like using the SwordStalker and Greenkappa combo, by this I mean using
SwordStalker's effect (100+ AP and DP for every monster in your graveyard) and
than using Greenkappa's effect (Copy card with highest AP) to have 2 really
strong cards out (3500+). I have a few decks built basically with weak monsters
and the occasional magic card but with 3 Greenkappa and 3 SwordStalkers, I
simply sacrifice all of my weak monsters in the early going of the duel and
then later I summon SwordStalkers and Greenkappa's to have 4000+ AP monsters
on the battle field. Only Manawyddan fab Llyr can construct a monster to do
enough damage to take out 1 of them.
If you feel that doing that is cheating then use one password and get Mirror
Wall. Mirror Wall halves the attack power of any enemy monster that attacks
you. This is a permanent trap and works very well against every duelist.
-----------------------------------------------------------------------------
SECRETS
-----------------------------------------------------------------------------
Not really secrets but more like cheap ways to get things done.
After completing the game on both sides go to the Custom Duel option in the
Main Menu. A new option called Edit Map will be available, now we can be mean.
--------------------------------------------------------------------------
Quick Deck Leader Rank-Up! Dotr_QuickDeckLeader
--------------------------------------------------------------------------
Create the map anyway you want accept create labrynth spaces around where
your opponent starts leaving a single summon space next to their starting position
and not on the space your opponent starts. Set the SP Recharge Rate for 12 and
duel your deck. Place the 5 monsters (or duplicates of any if you want to speed it
up a bit) that you want to gain a rank face-up on the field and use a magic card
to either increase your LP or decrease your opponents LP (Soul of the Pure).
Simply skip your turn until the turn meter reaches 0 and you will win since you
have more LP than your opponent. Doing this with your current Deck Leader and 3
cards that are your Deck Leader in your deck will increase the speed at which you
gain a rank.
Secondary Method: Default Map 23 has a similar setup except that both you and your
opponent are trapped with only one space to place a card. You can do the method
above but if you don't have a card to alter your LP or your opponents then you
can just take the loss and still get the rank-up!
Note: All cards will gain a rank-up if they don't currently have a rank by doing
this (They will become a 2LT, upgraded from NOC).
Map:
1 2 3 4 5 6 7
A N N L C C L N
B N N L L L L N
C N N N N N N N
D N N N N N N N
E N N N N N N N
F N N N N N N N
G N N N N N N N
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
-----------------------------------------------------------------------
Easy Slots Dotr_EasySlots
-----------------------------------------------------------------------
This is basically the same as the Deck Leader Rank Up secret except that this
time when you are creating your map place a labrynth square where your opponent
starts and completely surround them and they will automatically forfeit! This
will take you to the slots where you can hopefully line up 3 in a row and acquire
a rare card.
Note: This cannot be done with Deck Leaders who do not appear in the slots, some
examples are Blue-Eyes White Dragon, Barrel Dragon, and any card that can be fused
such as Magician of Black Chaos or Black Luster Soldier.
Map:
1 2 3 4 5 6 7
A N N L L L N N
B N N L L L N N
C N N N N N N N
D N N N N N N N
E N N N N N N N
F N N N N N N N
G N N N N N N N
Key:
C = Crush D = Dark F = Forest L = Labrynth m = Meadow
M = Mountain N = Normal S = Sea T = Toon W = Wasteland
-----------------------------------------------------------------------
Easy Cards Dotr_EasyCards
-----------------------------------------------------------------------
This is a list of the decks that you can recieve from using the different names
that are provided. You can gain alot of cards that are either hard to get or that
you just don't have and could really use for your deck. All you need is 2 memory
cards and be willing to enter in the passwords quite a few times, just have the
memory card that you are using for all the cards put in slot 2 for now. Then place
the extra memory card in slot 1 and do a new game, make your name one of these
names below to get a certain deck that you want (BTW all of the Deck Leaders types
correspond to the monsters type in the deck so if you want Plants choose Fairy
King Truesdale). Another thing about this is that the Kryuel deck has Call of the
Haunted (Can you say hurray if you have Pumpking?), so you can get some easy wins
if you have Pumpking. Also, try the secondary method of leveling your Deck Leader
if you want some of the deck leaders there (Since you can't put a NOC card as the
DL and it would take forever to level a card up) like Thunder Nyan Nyan which is
very rare.
Note: All cards are corresponding to there type so if you need a Mountain card
using Twin-Headed Behemoth as your deck leader will get you the Mountain card
since Dragons favor Mountain terrain.
Extra Note: If you didn't get it by what I meant at the top by "name" I meant the
name that you choose for yourself, below are the names that you can choose from
to obtain alternate decks and gain new cards.
--------------------------------------------------------------
Deck Leader Name Type
--------------------------------------------------------------
Airknight Parshath Tristan Fairy
Birdface Tea Winged-Beast
Fairy King Truesdale Mai Plant
Injection Fairy Lilly Pegasus Spellcaster
King Tiger Wanghu Tea Beast
Kryuel Joey Fiend
Luminous Soldier Yugi Moto Warrior
Maiden of Aqua Tristan Aqua
Molten Behemoth Tristan Pyro
Patrician of Darkness Kaiba Zombie
Serpentine Princess Yugi Moto Reptile
Tactical Warrior Joey Warrior
The Illusory Gentleman Yami Spellcaster
Thunder Nyan Nyan Yugi Moto Thunder
Twin-Headed Behemoth Pegasus Dragon
Wolf Axewielder Marik Beast-Warrior
--------------------------------------------------------------------------
Reincarnation Dotr_Reincarnation
--------------------------------------------------------------------------
After 5 duels you are allowed to reincarnate one card, I've found that
reincarnating Barrel Dragon works well for getting many high level monsters.
I've also found that reincarnating Change of Heart works well for getting high
level magic/trap cards. You can use the passwords if you have 2 memory cards
and give yourself 9 of each card and then reincarnate them to your heart's
content. If you were wondering how to do that start a new game on the memory card
that your main game isn't saved on and save a new file after entering the
Barrel Dragon and Change of Heart passwords. Go to the Trade Menu and trade
Barrel Dragon and Change of Heart to yourself. Now reset the PlayStation2 and
enter the browser and delete the Yu-Gi-OH!:The Duelists of the Roses save file
from the memory that your main game isn't on. Repeat process from beginning
until you have 9 Barrel Dragons and 9 Change of Hearts.
Note: To reincarnate go to the chest and press R3 on the card in which you want to
reincarnate. This can only be done if it says REINCARNATE at the bottom of the
chest, if this does not appear go to the details of a card and just scroll up and
down a few times then go back and if REINCARNATE does not still appear than you
still have to duel more to be able to reincarnate.
---------------------------------------------------------------------------
Destiny Draw Dotr_DestinyDRAW
---------------------------------------------------------------------------
Not really a secret but something to note on incase you feel like you should
just surrender. Every once in a while when you are in a bad situation in a
duel and could possibly lose it next turn, the Summon Icon in the Leader Info
Window may flash. This indicates that a Destiny Draw is now available. The
Destiny Draw is a Fortune Reversal System, which becomes available when a
player is in a bad situation and places a card with the right attributes to
save them, into their hand. The higher your Deck Leader's Rank the better your
chance of getting a Destiny Draw, and sometimes if your Deck Leader's Rank is
too low a Destiny Draw may not even have a chance of occuring. A Destiny Draw
may occur only once per duel and so far I have had 4 Destiny Draws and all 4
of them I have recieved 'Raigeki', one of those times I lost.
Note: I have recieved a Swords of Revieling Light as well since I have been
playing a bit more than normal.
------------------------------------------------------------------------------
Passwords Dotr_Passwords
------------------------------------------------------------------------------
Note: To enter a password, go to the Build Deck Screen and enter the chest,
there press R3 and a mini screen should appear for you to enter the password.
CARD PASSWORD
Ancient Tree of Enlightenment EKJHQ109
Aqua Dragon JXCB6FU7
Barrel Dragon GTJXSBJ7
Beast King of the Swamp QXNTQPAX
Birdface N54T4TY5
Blast Sphere CZN5GD2X
Change of Heart SBYDQM8B
Crush Card SRA7L5YR
Dark Hole UMJ10MQB
Dragonseeker 81EZCH8B
EarthShaker Y34PN1SV
Elf's Light E5G3NRAD
Exodia: The Forbidden One 37689434
Fairy King Truesdale YF07QVEZ
Fairy's Gift NVE7A3EZ
Goblin Fan 92886423
Gravity Bind 0HNFG9WX
Greenkappa YBJMCD6Z
Harpy's Feather Duster 8HJHQPNP
Horn of the Unicorn S14FGKQ1
Left Arm of the Forbidden One A5CF6HSH
Magician of Faith GME1S3UM
Meteor Dragon 86985631
Mimicat 69YDQM85
Mirror Wall 53297534
Mystical Capture Chains N1NDJMQ3
Robotic Knight S5S7NKNH
Royal Decree 8TETQHE1
Seiyaryu 2H4D85J7
Serpentine Princess UMQ3WZUZ
Slate Warrior 73153736
Swordsman From A Foreign Land CZ81UVGR
SwordStalker AH0PSHEB
Tactical Warrior 054TC727
More than half of these passwords were taken from the message boards, the
person I saw that posted these was x0d1a, I have gotten flamed for this
so for all you people who sent mail to me saying I didn't give credit here
it is.
NOTE:
I forget who it was but someone told me I had messed up the the Dragonseeker
code and they were right, so I fixed it.
More Passwords will be added as I discover more or someone tells me more of
them.
-----------------------------------------------------------------------------
Card Fusions Dotr_Fusions
-----------------------------------------------------------------------------
All fusions here are general fusions (No specific card) and semi-general (1
Specific card), no more General or Semi-General fusions will be added only those
Specific Fusions will be added so no more mail on General and Semi-General Fusions
please. All types listed in alphabetical order, the type of "female" means it must
be a female creature like Nekogal #1, so Nekogal #1 + Animal = Nekogal #2 because
it was an animal plus a female creature. Also, of the 2 cards fusing neither of
them can be higher than the card they are trying to be fused into, an example
would be Animal + Female = Nekogal #2 (1900/2000). Note here that the cards cannot
be higher than 1900 AP so fusing an Animal with Harpie Lady Sisters would not
create Nekogal #2 since Harpie Lady Sisters has a higher AP than 1900. A better
example of this is Animal + Machine = Giga-Tech Wolf (1200/1400) OR Dice
Armadillo (1650/1800), where creating Giga-Tech Wolf would result from using an
animale and machine less than 1200, but creating Dice Armadillo would result from
using an animal and a machine higher than 1200 but lower 1650 since having both of
them lower than 1200 would result in Giga-Tech Wolf. This applies for all cards
listed thus the reason I placed the AP of the card down after the card in
parenthesis.
Note: I actually added 1 specific fusion since it is easy because the manual shows
us the fusion. Any others will be excepted if I can prove them correct by testing
it myself.
-----------------------------------------------------------------------
Specific Card Fusions
-----------------------------------------------------------------------
Gaia the Fierce Knight + Curse of Dragon = Gaia the Dragon Champion (2600/2100)
Red-Eyes Black Dragon + Meteor Black Dragon = Black Meteor Dragon (3500/2000)
-----------------------------------------------------------------------
General and Semi-General Card fusions
-----------------------------------------------------------------------
Animal + Female = Nekogal #2 (1900/2000)
Animal + Machine = Giga-Tech Wolf (1200/1400)
= Dice Armadillo (1650/1800)
Animal + Plant = Flower Wolf (1800/1400)
Animal + Pyro = Flame Cerebrus (2100/1800)
Animal + Warrior = Tiger Axe (1300/1100)
Aqua + Dragon = Spike Seadra (1600/1300)
= Kairyu-Shin (1800/1500)
= Sea King Dragon (2000/1700)
Aqua + Ground Attacker Bugroth = Amphibious Bugroth (1850/1300)
Aqua + Kappa Avenger = Hyosube (1500/900)
Aqua + Psychic Kappa = Hyosube (1500/900)
Aqua + Thunder = Bolt Escargot (1400/1500)
Beast + Fish = Tatsunootoshigo (1350/1600)
= Rare Fish (1500/1200)
= Marine Beast (1700/1600)
Beast + Larvas = Mon Larvas (1300/1400)
Beast + Thunder = Tripwire Beast (1200/1300)
Beast + Turtle = Turtle Tiger (1000/1500)
Dark Magic + Dragon = Blackland Fire Dragon (1500/800)
Dark Magic + Elf = Dark Elf (2000/800)
Dark Spellcaster + Jar = Ushi Oni (2150/1950)
Dark Spellcaster + Ryu-Kishin = Ryu-Kishin Powered (1600/1200)
Dinosaur + Machine = Cyber Saurus (1800/1400)
Dragon + Aqua = Spike Seadra (1600/1300)
= Kairyu-Shin (1800/1500)
= Sea King Dragon (2000/1700)
Dragon + Dark Magic = Blackland Fire Dragon (1500/800)
Dragon + Machine = Metal Dragon (1850/1700)
Dragon + Plant = B. Dragon Jungle King (2100/1800)
Dragon + Rock = Stone D. (2000/2300)
Dragon + Thunder = Thunder Dragon (1600/1500)
= Twin-Headed Thunder Dragon (2800/2100)
Dragon + Time Wizard = Thousand Dragon (2400/2000)
Dragon + Warrior = Dragon Statue (1100/900)
= Dragoness the Wicked Knight (1200/900)
= D. Human (1300/1100)
= Sword Arm of Dragon (1750/2030)
Dragon + Zombie = Dragon Zombie (1600/0)
= Skelgon (1700/1900)
= Curse of Dragon (2000/1500)
Elf + Dark Magic = Dark Elf (2000/800)
Elf + Warrior = Celtic Guardian (1400/1200)
Fairy + Female = Dark Witch (1800/1700)
Fairy + Hibikime (1450/1000) = Musician King (1750/1500)
Fairy + Sonic Maid = Musician King (1750/1500)
Female + Animal = Nekogal #2 (1900/2000)
Female + Fairy = Dark Witch (1800/1700)
Female + Fish = Ice Water (1150/900)
= Enchanting Mermaid (1200/900)
= Amazon of the Seas (1300/1400)
Female + Plant = Queen of Autumn Leaves (1800/1500)
Female + Rock = Mystical Sand (2100/1700)
Fiend + Arlownay = Rose Spectre of Dunn (2000/1800)
Fiend + Fungi of the Musk = Darkworld Thorns (1200/900)
Fiend + Job-change Mirror = Summoned Skull (2500/1200)
Fiend + Psychic Kappa = Kappa Avenger (1200/900)
Fish + Beast = Tatsunootoshigo (1350/1600)
= Rare Fish (1500/1200)
= Marine Beast (1700/1600)
Fish + Female = Ice Water (1150/900)
= Enchanting Mermaid (1200/900)
= Amazon of the Seas (1300/1400)
Fish + Hoshiningen = 7 Colored Fish (1800/800)
Fish + Machine = Misairuzame (1400/1600)
= Metal Fish (1600/1900)
Fish + Rainbow Flower = 7 Colored Fish (1800/800)
Fish + Warrior = Wow Warrior (1250/900)
Fish + Zombie = Corroding Shark (1100/700)
Insect + Kuwagata <a> = Kwagar Hercules (1900/1700)
Insect + Warrior = Cockroach Knight (800/900)
Jar + Dark Spellcaster = Ushi Oni (2150/1950)
Machine + Animal = Giga-Tech Wolf (1200/1400)
= Dice Armadillo (1650/1800)
Machine + Dinosaur = Cyber Saurus (1800/1400)
Machine + Dragon = Metal Dragon (1850/1700)
Machine + Fish = Misairuzame (1400/1600)
= Metal Fish (1600/1900)
Machine + Warrior = Cyber Soldier (1500/1700)
Plant + Animal = Flower Wolf (1800/1400)
Plant + Dragon = Black Dragon Jungle King (2100/1800)
Plant + Female = Queen of Autumn Leaves (1800/1500)
Plant + Pyro = Firegrass (700/600)
Plant + Reptile = Snakeyashi (1000/1200)
Plant + Warrior = Bean Soldier (1400/1300)
Plant + Zombie = Wood Remains (1000/900)
= Pumpking the King of Ghosts (1800/2000)
Pyro + Animal = Flame Cerebrus (2100/1800)
Pyro + Fiend Kraken = Fire Kraken (1600/1500)
Pyro + Plant = Firegrass (700/600)
Pyro + Rock = Dissolverock (900/1000)
Pyro + Turtle = Giant Turtle Who Feeds on Flames (1400/1800)
Pyro + Warrior = Charubin the Fire Knight (1100/800)
= Flame Swordsman (1800/1600)
= Vermillion Sparrow (1900/1500)
Pyro + WingedBeast = Mavelus (1300/900)
= Crimson Sunbird (2300/1800)
Pyro + Zombie = Fire Reaper (700/500)
= Flame Ghost (1000/800)
Reptile + Clown Zombie = Soul Hunter (2200/1800)
Reptile + Crass Clown = Soul Hunter (2200/1800)
Reptile + Plant = Snakeyashi (1000/1200)
Reptile + Thunder = Electric Lizard (850/800)
Rock + Dragon = Stone Dragon (2000/2300)
Rock + Female = Mystical Sand (2100/1700)
Rock + Pyro = Dissolverock (900/1000)
Rock + Turtle = Boulder Tortoise (1450/2200)
Rock + Warrior = Minomushi Warrior (1300/1200)
Rock + Zombie = Stone Ghost (1200/1000)
Spellcaster + Mystic Lamp (400/300) = Lord of Lamp (1400/1200)
Spellcaster + Spike Seadra (1600/1300) = Kaminari Attack (1900/1400)
Spellcaster + Thunder = The Immortal of Thunder (1500/1300)
= Kaminari Attack (1900/1400)
Spellcaster + Turtle = 30,000-Year White Turtle (1250/2100)
Spellcaster + Zombie = Magical Ghost (1300/1400)
Thunder + Aqua = Bolt Escargot (1400/1500)
Thunder + Beast = Tripwire Beast (1200/1300)
Thunder + Dragon = Thunder Dragon (1600/1500)
= Twin-Headed Thunder Dragon (2800/2100)
Thunder + Reptile = Electric Lizard (850/800)
Thunder + Spellcaster = The Immortal of Thunder (1500/1300)
= Kaminari Attack (1900/1400)
Turtle + Beast = Turtle Tiger (1000/1500)
Turtle + Pyro = Giant Turtle Who Feeds on Flames (1400/1800)
Turtle + Rock = Boulder Tortoise (1450/2200)
Turtle + Spelcaster = 30,000-Year White Turtle (1250/2100)
Turtle + WingedBeast = Turtle Bird (1900/1700)
Warrior + Animal = Tiger Axe (1300/1100)
Warrior + Dragon = Dragon Statue (1100/900)
= Dragoness the Wicked Knight (1200/900)
= D. Human (1300/1100)
= Sword Arm of Dragon (1750/2030)
Warrior + Fish = Wow Warrior (1250/900)
Warrior + Insect = Cockroach Knight (800/900)
Warrior + Machine = Cyber Soldier (1500/1700)
Warrior + Plant = Bean Soldier (1400/1300)
Warrior + Pyro = Charubin the Fire Knight (1100/800)
= Flame Swordsman (1800/1600)
= Vermillion Sparrow (1900/1500)
Warrior + Rock = Minomushi Warrior (1300/1200)
Warrior + The Judgement Hand = Judge Man (2200/1700)
Warrior + Zombie = Zombie Warrior (1200/900)
= Armored Zombie (1500/0)
Winged-Beast + Fiend Reflection #2 = Fiend Reflection #1 (1300/1400)
WingedBeast + Job-change Mirror = Fiend Reflection #1 (1300/1400)
WingedBeast + Pyro = Mavelus (1300/900)
= Crimson Sunbird (2300/1800)
WingedBeast + Ryu-Kishin = Whiptail Crow (1650/1600)
WingedBeast + The Judgement Hand = Punished Eagle (2100/1800)
WingedBeast + Turtle = Turtle Bird (1900/1700)
WingedBeast + Wicked Mirror = Fiend Reflection #1 (1300/1400)
Zombie + Dragon = Dragon Zombie (1600/0)
= Skelgon (1700/1900)
= Curse of Dragon (2000/1500)
Zombie + Fish = Corroding Shark (1100/700)
Zombie + Graveyard and the Hand of Invitation = The Snake Hair (1500/1200)
Zombie + Plant = Wood Remains = Pumpking the King of Ghosts (1800/2000)
Zombie + Pyro = Fire Reaper = Flame Ghost (1000/800)
Zombie + Rock = Stone Ghost (1200/1000)
Zombie + Spellcaster = Magical Ghost (1300/1400)
Zombie + Warrior = Zombie Warrior = Armored Zombie (1500/0)
-----------------------------------------------------------------------------
Rare/Powerful Cards
-----------------------------------------------------------------------------
In this part of the FAQ I will list as many rare Monsters, Magic, and rituals as
possible and how to get the card, either by a duelist in his slots, random slot
combinations, or just reinarnating a card. Cards obtained through passwords are
not listed, that is the point in the Password section (Or atleast that's what I
thought!)
EXTRA INFORMATION: A rare card is a card that is hard to obtain and a powerful
is well... powerful but in types of power I am going for 2000+. Anyone who would
like to tell me some of these in the format I have used will have it posted after
I have verified it and will be given credit, although there aren't many cards I
don't have I would like to know other ways to obtain them.
--------------------------------------------------------------------------
Monsters Dotr_Monsters
--------------------------------------------------------------------------
Blue-Eyes White Dragon: Random Slots (Koumori Dragon most often)
Curse of Dragon: If in opponents graveyard, attainable through the slots (Yugi has
Curse of Dragon)
Dark Magician: If in opponents graveyard, attainable through the slots (Yugi and
Manawyddan fab Llyr have Dark Magician)
Dark Magician Girl: Match 3 Dark Magicians in the slots and it will ALWAYS make a
Dark magician Girl.
Gaia the Fierce Knight: If in opponents graveyard, attainable through the slots
(Yugi has Gaia the Fierce Knight)
Harpie Lady: If in opponents graveyard, attainable through the slots (Mai has
Harpie Lady)
Harpie's Pet Dragon: If in opponents graveyard, attainable through the slots (Mai
has Harpie's Pet Dragon)
Kazejin: If in opponents graveyard, attainable through the slots (Labrynth-Ruler
has Kazejin)
Red-Eyes Black Dragon: If in opponents graveyard, attainable through the slots
(Joey and Manawyddan fab Llyr have Red-Eyes Black Dragon)
Sanga of the Thunder: If in opponents graveyard, attainable through the slots
(Labrynth-Ruler has Sanga of the Thunder)
Suijin: If in opponents graveyard, attainable through the slots (Labrynth-Ruler
has Suijin)
Summoned Skull: If in opponents graveyard, attainable through the slots (Yugi and
Manawyddan fab Llyr have Summoned Skull)
Swordstalker: If in opponents graveyard, attainable through the slots (Pegasus
Crawford and Seto have Swordstalker)
Toon Summoned Skull: If in opponents graveyard, attainable through the slots
(Manawyddan fab Llyr has Toon Summoned Skull)
----------------------------------------------------------------------------
Magic/Trap Dotr_Magic/Trap
----------------------------------------------------------------------------
Brain Control: If in opponents graveyard, attainable through the slots (Pegasus
Crawford and Yugi have Brain Control)
Change of Heart: If in opponents graveyard, attainable through the slots (Pegasus
Crawford has Change of Heart)
Copy Cat: If in opponents graveyard, attainable through the slots (Joey has Copy
Cat)
Dark Hole: If in opponents graveyard, attainable through the slots (Necromancer
and Manawyddan fab Llyr have Dark Hole)
Grave Robber: If in opponents graveyard, attainable through the slots (Manawyddan
fab Llyr has Grave Robber)
Harpie's Feather Duster: If in opponents graveyard, attainable through the slots
(Margaret Mai Beaufrot has Harpie's Feather Duster)
Just Desserts: If in opponents graveyard, attainable through the slots (Jasper
Dice Tudor and Manawyddan fab Llyr have Just Desserts)
Magic Drain: If in opponents graveyard, attainable through the slots (Manawyddan
fab Llyr has Magic Drain)
Magic Jammer: If in opponents graveyard, attainable through the slots (Jasper Dice
Tudor has Magic Jammer)
Widespread Ruin: If in opponents graveyard, attainable through the slots
(Manawyddan fab Llyr has Widespread Ruin)
-----------------------------------------------------------------------------
Rituals Dotr_Rituals
-----------------------------------------------------------------------------
Javelin Beetle Pact: If in opponents graveyard, attainable through the slots
(Weevil has Javelin Beetle Pact)
Zera Ritual: If in opponents graveyard, attainable through the slots (Darkness
-Ruler has Zera Ritual)
Garma Sword Oath: If in opponents graveyard, attainable through the slots (Pegasus
Crawford has Garma Sword Oath)
Curse of Millenium Shield: If in opponents graveyard, attainable through the slots
(Pegasus Crawford has Curse of the Millenium Shield)
Gate Guardian Ritual: If in opponents graveyard, attainable through the slots
(Labrynth-Ruler has Gate Guardian Ritual)
Turtle Oath: If in opponents graveyard, attainable through the slots (Ishtar has
Turtle Oath)
Revival of Dokurorider: If in opponents graveyard, attainable through the slots
(Necromancer has Revival of Dokurorider)
Revival of Sennin Genjin: If in opponents graveyard, attainable through the slots
(Richard Slysheen of York has Revival of Sennin Genjin)
Ultimate Dragon: If in opponents graveyard, attainable through the slots (Seto has
Ultimate Dragon)
Cosmo Queen's Prayer: If in opponents graveyard, attainable through the slots
(Manawyddan fab Llyr has Cosmo Queen's Prayer)
Curse of Tri-Horned Dragon: If in opponents graveyard, attainable through the
slots (Manawyddan fab Llyr has Curse of Tri-Horned Dragon)
Resurrection of Chakra: If in opponents graveyard, attainable through the slots
(Joey has Resurrection of Chakra)
Novox's Prayer: Check Hidden Cards section of FAQ for details (Joey has Novox's
Prayer)
Revived Serpent Night Dragon: If in opponents graveyard, attainable through the
slots (Margaret Mai Beaufort has Revived Serpent Knight Dragon)
Fortress Whale's Oath: If in opponents graveyard, attainable through the slots
(Mako has Fortress Whale's Oath)
War Lion Ritual: If in opponents graveyard, attainable through the slots (Bakura
has War Lion Ritual)
Black Luster Ritual: If in opponents graveyard, attainable through the slots (Yugi
has Black Luster Ritual)
Dark Magic Ritual: If in opponents graveyard, attainable through the slots (Yugi
has Dark Magic Ritual)
Beastry Mirror Ritual: Obtained through reincarnation
Puppet Ritual: Obtained through reincarnation
Hamburger Recipe: Obtained through reincarnation
Construct of Mask: Obtained through reincarnation
Yamadron Ritual: Obtained through reincarnation
-----------------------------------------------------------------------------
Deck Strategies Dotr_DECKS
-----------------------------------------------------------------------------
Here I just plan on listing some of the decks I use to beat some of the harder
people in the game. I'll list all the stats including DC and DL and DL rank
along with who I use this deck against.
Ultimate Deck
Deck Leader: SwordStalker
Rank: Colonel
Leader Abilities: None
Deck Cost: 1843
Aqua Dragon x1
Barrel Dragon x1
Beastking of the Swamps x1
Bickuribox x1
Blast Sphere x1
Change of Heart x2
Dark Magician x1
Dark-Piercing Light x1
Dragon Seeker x1
Fairy King Truesdale x2
Flame Swordsman x1
Forest x1
Gravity Bind x1
GreenKappa x2
Harpies Feather Duster x1
Judge Man x1
Just Desserts x1
Kairyu-Shin x1
Magic Drain x2
Mimicat x1
Mirror Wall x1
Monster Tamer x1
Rain of Mercy x1
Red-Eyes Black Dragon x2
Royal Decree x1
Seiyaryu x1
Shadow Ghoul x1
Shift x1
Sould of the Pure x1
SwordStalker x2
Tactical Warrior x1
Tiger Axe x1
Trent x1
Widespread Ruin x1
I use this deck only against Manawyddan fab Llyr since it has such a high deck
cost but it proves efficient since I have never lost with it against them. I am
currently 27-1 against Manawyddan fab Llyr (DC 1891) and 16-1 against the other
version of him which proves to be the harder of the two.
Deck Leader: Twin-Headed Behemoth
Rank: 2nd Lieutenant
Leader Abilities: None
Deck cost: 983
Arlownay x 1
Baby Dragon x 1
Berfomet x 1
Crawling Dragon x 1
Cursebreaker x 1
Curtain of the Dark Ones x 1
Dark Magician x 1
Dark-Piercing Light x 1
Dragon Treasure x 1
Fairy Dragon x 1
Fiend Reflection #1 x 1
Final Flame x 1
Firegrass x 1
Flame Ghost x 1
Ghoul witn an Appetite x 1
Kairyu-Shin x 1
Kaiser Dragon x 1
Kaminarikozou x 1
Little Chimera x 1
Magic Jammer x 1
Millennium Golem x 1
Mountain x 1
Paralyzing Potion x 2
Petit Dragon x 1
Psychic Kappa x 1
Sectarian of Secrets x 1
Shadow Spell x 1
Sky Dragon x 1
Solomon's Lawbook x 1
Sorcerer of the Doomed x 1
Spellbinding Circle x 1
Spirit of the Books x 1
Tenderness x 1
The Bewitching Phantom Thief x 1
Vermillion Sparrow x 1
Vile Germs x 1
Wall of Illusion x 1
Winged Dragon Guardian of the Fortress #2 x 1
Wow Warrior x 1
This probably isn't that great of a deck, considering it consists mostly of the
starter deck I got, but it got me through the game reasonably. This submitted by
Aaron Folz! Thank you Aaron!
Aqua Deck
Deck Leader:Maiden of the Aqua
Leader abilities:Increased Strenght for Same Type Friendlies
Deck Cost: 750
Roaring Ocean Snake (1x)
Aqua Dragon (1x)
Kairyu-Shin(2x)
30,000 Year Old Turtle(1x)
Man-Eating Black Shark(1x)
Maiden of the Aqua(1x)
Akihiron(1x)
Giant Red Ocean Snake(2x)
Fiend Kraken(1x)
Great White(1x)
Water Girl(1x)
Root Water(1x)
Invisable Wire(2x)
Infinite Dissmissal(1x)
The Furious Sea King(1x)
Water Dragon Fairy(1x)
Star Boy(2x)
Man Eater Bug(1x)
Twin Long Rods #1(1x)
Magician of Faith(1x)
Spring of Rebirth(1x)
Hightide(1x)
Power of Kaishin(3x)
Aqua Chorus(2x)
Magical Labyrinth(1x)
Zone Eater(1x)
White Dolphin(1x)
Final Flame(1x)
Turtle Oath(1x)
Sparks(1x)
Cursebreaker(2x)
Fusions:
Kairyu-Shin+Akihiron=Aqua Dragon
Kairyu-Shin+30,000 Year Old Turtle=Aqua Dragon
Rouring Ocean Snake+Akihiron=Aqua Dragon
Rouring Ocean Snake+30,000 Year Old Turtle=Aqua Dragon
Strategy: This Deck best stength is the power to turn the field into sea, giving
basically all of my monsters field advantage. Aqua Dragon is the most powerful
card in the deck.(Anything i mentioned in my Last email add here)Its Weakness is
the dramatic loss of energy when not on sea and on wasteland, and that most of
the cards in the deck are just to help power up three cards(Aqua Dragon,Roaring
Ocean Snake, And Giant Red Seasnake)
Deck Leader:Robotic Knight
Leader Abilities: Increased Movement for Same Type Friendlies
Deck Cost: 845
Barrel Dragon(1x)
Machine King(1x)
Zoa(1x)
Red Eyes Black Dragon(1x)
Robotic Knight(2x)
Giant Mech Soldier(1x)
Magic Jammer(1x)
Dice Armadillo(1x)
Spike Clubber(1x)
Space Megatron(1x)
Blast Sphere(1x)
Cannon Soldier(1x)
Ground Attacker Bugroth(2x)
Brave Scizzar(2x)
Cyber Commander(2x)
Holograph(1x)
Mechanical Snail(1x)
Cyber Stien(2x)
Tears of a Mermaid(1x)
Machine Conversion Factory(3x)
Limiter Removal(3x)
Magical Labyrinth(1x)
Mechanical Spider(3x)
Metalmorph(3x)
Sparks(1x)
Cursebreaker(2x)
Stategy:Use Barrel Dragon Wisely, his effect is a double edged sword, its always
good to use him as soon as you get him so as not to jeoperdise any of your other
cards that you might Draw. Save Machine King for last, the more machines on the
fieldface up or face down), the more powereful he becomes, but only works when
you flip him.The weakness of this deck is that the mosters are too powerful, in
a crush field situation, your Cyberstien will be your savior.
These decks submitted by Ricky Mena! Thank you Ricky!
Leader: Barrel Dragon
Leader Abilities: None
Deck Cost: 1182
Zoa
Suijin
Sanga of the thunder
Dark Magician
Red Eyes Black Dragon
Kaiser Dragon
Gaia the Fierce Knight
Aqua Dragon
Machine king
Curse of Dragon
Harpie's Pet Dragon
Swordstalker
Sky dragon
Slate warrior
Flame swordsman
Celtic guardian
Harpie lady
Beaver warrior
Yanatero dragon scroll
Dark gray
Kurama
Meda bat
Hourglass of life
Kumootoko
Wings of the wicked flame
Magician of faith
Skull servent
Dancing elf
Petit moth
Bat
Dark plant
Swordsman from a foreign land
Soul of the pure
Ookazi
Change of heart
Sword of dark destruction
Dragon treasure
Salamandra
Megamorph
Mirror wall
This deck submitted by jackiestuf! Thanks Jackie!
Robo/Gate Guardian Deck
Deck Leader: Robotic Knight
Deck Cost: 1425
Kazejin x 2
Zoa x 2
Barrel Dragon x 1
Slot Machine x 2
launcher Spider x 2
Robotic Knight x 2
Machine King x 2
cyber saurus x 1
Patrol Robo x 1
Sanga x 2
Suijin x 2
Monster Reborn x 2
Graverobber x 1
Wasteland x 1
Diar Keto the Cure master x 1
Dark Piercing light x 1
Magical Neutralizing Force Field x 1
Limiter Removal x 3
7 completed x 2
Metalmorph x 2
Magic Jammer x 2
Royal Decree x 1
Gate Guardian Ritual x 2
The Immortal Deck
Deck Leader: Slate Warrior
Rank: Major
Leader Abilities: None yet
Deck Cost: 1370
Magician of Faith x 3
Mask of Darkness x 3
Ancient Jar x 3
Mucus Yolk x 3
Slate Warrior x 3
Mimicat x 3
Labyrinth Wall x 3
Soul of the Pure x 3
Dian Keto the Cure Master x 1
Tremendous Fire x 2
Darkness Approaches x 2
Crush Card x 2
Spellbinding Circle x 2
Shadow Spell x 2
Infinite Dismissal x 2
Gravity Bind x 1
Goblin Fan x 1
Magic Jammer x 2
The deck plays really defensive which is what I prefer. I stall using Lab. Wall,
crush zones, and spellbound monsters long enough to start using the core of the
deck. The core revolves around Mag. of Faith/Mask of Darkness, Mimicat, and
Darkness Approaches. More often than not, I find myself recycling from both
graveyards to employ several different tactics. I can either, use flip affects
to power up my Slate Warrior to max AP/DP, resurrect my opponents strongest
graveyard monster, or use direct damage to end the duel quickly.
Note: Souleater also plays well in this Immortal deck.
This deck submitted by Ian Garcia! Thanks Ian!
Light-Based Deck (or Mystical Elf Deck)
Deck Leader: Mystical Elf
Rank: Major
Leader Abilities: None
Deck Cost: 1012
Mystical Elf x3
Blue Eyes White Dragon x2
Kaiser Dragon x3
Fairy's Gift x1
Wing Egg Elf x2
Hoshiningen x3
Hourglass of Courage x1
Dancing Elf x3
Sanga x1
Thunder Nyan Nyan x1
Dragon Piper x1
Monster Reborn x3
Mountain x1
Soul of the Pure x1
Darkness Approaches x2
Dragon Treasure x3
Electro Whip x2
Cyber Shield x2
Megamorph x1
Bright Castle x2
Shadow of Eyes x1
Magic Jammer x1
This deck is purely offensive and designed to make powerful monsters
quickly. The basis of the deck is the Mystical Elf card, which powers
up light monsters by 800 ATK/DEF every flip. This deck contains the
potential for a total of Mystical Elf 20 flips (by use of Darkness
Approaches, Monster Reborn and card merging) which over the course of a
battle is a potential of 16,000 ATK/DEF up on a single monster (if that
were possible) w/o resorting to any other powerups / flips. You can
take a fast approach (overwhelming your opponent) or a slow approach
(powering up to 9,999 ATK/DEF on all monsters) with this strategy...
and obviously some of the cards I've listed (BEWD) can be substituted
with the same effect. This deck can hold up even stand up to multiple
Raigeki, Mirror Force, Cursebreaker, Dark Hole, etc. cards, as long as
you don't discard anything.
This deck submitted by The Dark Magician no Miko.
Please feel free to mail me your decks, I will post some the better decks and
for the ones I don't post I will give information on how to improve the deck so
that it may make here on this list. I will add the name of the deck and person
that contributes their deck and also a strategy on how to use it if included.
-----------------------------------------------------------------------------
Hidden Cards Dotr_Hidden
-----------------------------------------------------------------------------
In this section I will list the cards that you can recieve by moving your deck
leader upon the coordinates provided.
Note: Your Deck Leader must have the ability "Hidden Find" to get the cards
since you cannot get the cards without it. Pumpking the King of Ghosts learns this
at the Major rank, all others will be listed afterwards or in the Card List
section of this FAQ. It is also said that you must have beaten both sides of the
game but you prolly won't be doing this until both sides are beaten since your
Deck Leader won't have the ability because he/she won't be at a high enough rank.
Smart Tip for Dumb People: If you hadn't guessed already the cards that are so
called "Hidden" are going to be good, it's not a bad idea to get these cards and
create a deck with them...(Light a bulb go off there?)
1 2 3 4 5 6 7
A -------------
B -------------
C -------------
D -------------
E -------------
F -------------
G -------------
Brain Control (Manawyddan fab Llyr 1891, D4)
Carat Idol (Yugi, D1)
Catapult Turtle (Labyrinth Ruler, A7)
Cold Wave (Rex Raptor, A7)
Dharma Cannon (Jasper Dice Tudor, D4)
Dust Tornado (Margaret Mai Beauford, E7)
Electromagnetic Bagworm (Pegasus Crawford, A4)
Eradicating Aerosol (Weevil, D7)
Eternal Rest (Necromancer, A1)
Exile of the Wicked (Darkness Ruler, B6)
Eye of Truth (Manawyddan fab Llyr 1985, D4)
Jowls of Dark Demise (Isthar, D4)
Moisture Creature (Seto, D4)
Novox's Prayer (T. Tristan Grey, D5)
Rigras Leever (Joey, E7)
Servant of Catabolism (Tea, E5)
Shape Snatch (Bakura, A7)
Souleater (J. Shadi Morton, D4)
Stain Storm (Keith, C4)
Time Eater (Mako, E6)
Warrior Elimination (Richard Slysheen of York, B4)
-----------------------------------------------------------------------------
Leader Abilities/Card List Dotr_CardList
-----------------------------------------------------------------------------
This section will cover Deck Leaders and the abilities that they have, I will
only be able to include the Deck Leaders and the abilities I have for them since
I do not have everyone card at Secretary of Defense. Any contribution to this
section will be greatly appreciated and will be given full credit. I will list
these in the order of card number and include the name, leader abilties, and
when these ablities are recieved. I have great hopes of some day converting this
section into a complete Card List with every ability, so please help me complete
this. The soul purpose of this is so people can check up on when their leader will
gain some new abilities.
Note: If you want to know all the stats for the cards, David Nelson has a complete
FAQ for them, I've listed what you see here and I have taken nothing from his FAQ
so please do not accuse me of plaigarism. Everything I have was from me and my
friend working vigorously to see every card and not necessarily obtaining the card
so that is why I have every card at my disposal. This is made for the intention of
the Leader abilities for every monster card and the rank at which they recieve
the ability. Again, any information submitted will be added and credited in the
"Thanks" section of this FAQ. All cards are listed in this section of the FAQ.
Even though magic cards cannot gain abilites, I still listed them since I felt
that it be important.
Extra Notes: The Find ability is not shown under the abilities as it is "Hidden"
as I had stated before. Also, just as I made the reference for ctrl+F at the top
of the FAQ you can also use it here to find a specific card.
-------------------------------------------------------------------------------
No. Name Leader Abilities Arrows Rank Learned
-------------------------------------------------------------------------------
000 Blue Eyes White Dragon
001 Seiyaryu
002 Blue-Eyes Ultimate Dragon
003 Kaiser Dragon
004 Blackland Fire Dragon
005 Koumori Dragon
006 Curse of Dragon
007 Red Eyes Black Dragon
008 Darkfire Dragon
009 B Skull Dragon
010 Tri-Horned Dragon
011 Serpent Night Dragon
012 Mikozukinoyaiba
013 Yamadron
014 Meteor B Dragon
015 Tyhone #2
016 Ryu-Ran
017 Manga Ryu-Ran
018 Crawling Dragon
019 Meteor Dragon
Increased Strength for Same Type Friendlies Major
020 Black Dragon Jungle King
021 Baby Dragon
022 W. Dragon Guardian of Fortress #1
023 Gaia the Dragon Champion
024 Thousand Dragon
025 Yamatano Dragon Scroll
026 Petit Dragon
027 One-Eyed Shield Dragon
028 Wicked Dragon with the Ersatz Head
029 Parrot Dragon
030 Harpie's Pet Dragon
031 Sky Dragon
032 Lesser Dragon
033 Fairy Dragon
034 Twin-Headed Behemoth
035 Mystical Elf
036 Time Wizard
037 Rogue Doll
038 White Magical Hat
039 La Moon
040 Lucky Trinket
041 Genin
042 Fairy's Gift
043 Magician of Faith
044 Ancient Elf
045 Maha Vailo
046 Musician King
047 Eldeen
048 Lady of Faith
049 Ill Witch
050 Maiden of the Moonlight
051 The Stern Mystic
052 Neo the Magical Swordsman
053 The Unhappy Maiden
054 Right Leg of the Forbidden One
055 Left Leg of the Forbidden One
056 Right Arm of the Forbidden One
057 Left Arm of the Forbidden One
058 Exodia the Forbidden One
059 Saggi the Dark Clown
060 Dark Magician
2nd Slot Arrow Major
Increased Strength for Same Type Friendlies Colonel
061 Illusionist Faceless Mage
062 Curtain of the Dark Ones
063 Kamionwizard
064 Nemuriko
065 Necrolancer the Timelord
066 The Bewitching Phantom Thief
067 Phantom Dewan
068 Akakieisu
069 Masked Sorceror
070 Fairy Witch
071 Ancient Sorceror
072 Sectarian of Secrets
073 Mystic Lamp
074 Boo Koo
075 Skull Knight
076 Cosmo Queen
077 Mask of Shine & Dark
078 Magician of Black Chaos
079 Dark Elf
080 Witch of the Black Forest
081 Witch's Apprentice
082 Sorceror of the Doomed
083 Lord of Dragon
084 Invitation to a Dark Sleep
085 Hannibal Necromancer
086 The Illusory Gentleman
087 Dark Magician Girl
088 Flame Manipulator
089 Dryad
090 Tao the Chanter
091 Spirit of the Mountain
092 Gemini Elf
093 Leo Wizard
094 Rock Spirit
095 Injection Fairy Lily
096 Spirit of the Winds
097 Djinn the Watcher of the Wind
098 Hurricail
099 Kazejin
100 Aqua Madoor
101 Shadow Spectre
102 Skull Servant
103 Zombie Warrior
104 The Snake Hair
105 Armored Zombie
106 Dragon Zombie
107 Clown Zombie
108 Pumpking the King of Ghosts
Extended Support Range, *Hidden* Find Major
Increased Strength for Same Type Friendlies Lieutenant Colonel
109 Graveyard and the Hand of Invitation
110 The 13th Grave
111 Fiend's Hand
112 Blue Eyes Silver Zombie
113 Temple of Skulls
114 Dokuroizo the Grim Reaper
115 Fire Reaper
116 Mech Mole Zombie
117 Phantom Ghost
118 Flame Ghost
119 Wood Remains
120 Dark Assailant
121 Yaranzo
122 Three Legged Zombies
123 Shadow Ghoul
124 Magical Ghost
125 Corroding Shark
126 Skelgon
127 Bone Mouse
128 Dokurorider
129 The Wandering Doomed
130 Grand Mammoth of Goldfine
131 Ghoul with an Appetite
132 Patrician of Darkness
133 Moon Envoy
134 Giltia the Dark Knight
135 Skull Guardian
136 Luminous Soldier
137 Kageningen
138 Masked Clown
139 Fiend Sword
140 Skull Stalker
141 Vishwar Randi
142 Unknown Warrior of Fiend
143 Black Luster Soldier
144 Wall Shadow
145 Gate Guardian
146 Swordstalker
2nd Slot Arrow Major
3rd Slot Arrow Brigadier
147 Hungry Burger
148 Garma Sword
149 Greenkappa
150 Succubus Knight
151 Flaming Swordsman
152 Tactical Warrior
153 Swamp Battleguard
154 Judge Man
155 Gaia the Fierce Knight
156 Celtic Guardian
157 Karbonala Warrior
158 Kojicocy
159 Axe Raider
160 Zanki
161 Battle Warrior
162 Hero of the East
163 Supporter in the Shadows
164 Dream Clown
165 Ansatsu
166 Dragon Statue
167 Monster Egg
168 Rhainurdos of the Red Sword
169 Hard Armor
170 M-Warrior #1
171 M-Warrior #2
172 Judgement Hand
173 Mysterious Puppeteer
174 Armaill
175 Eyearmor
176 Doron
177 Kagemusha of the Blue Flame
178 Trap Master
179 Wood Clown
180 Beautiful Headhuntress
181 Nodar the Resident of the Forest
182 Guardian of the Labyrinth
183 Dimensional Warrior
184 Protector of the Throne
185 Masaki the Legendary Swordsman
186 Sonic Maid
187 Kanan the Swordmistress
188 Stuffed Animal
189 Millenium Shield
190 Monster Tamer
191 Swordsman from a Foreign Land
192 Beautiful Beast Trainer
193 Armed Ninja
194 D Human
195 Performance of Sword
196 Mushroom Man #2
197 Lava Battleguard
198 Oscillo Hero
199 Empress Judge
200 Warrior of Tradition
201 Queen's Double
202 Invader of the Throne
203 Hibikime
204 Princess of Tsurogai
205 Dragoness the Wicked Knight
206 Hyo
207 The Little Swordsman of Aile
208 Garoozis
209 Hitotsu-Me Giant
210 Battle Steer
211 Battle Ox
212 Beaver Warrior
213 Mountain Warrior
214 Tiger Axe
215 Rabid Horseman
216 Solitude
217 One Who Hunts Souls
218 Ogre of the Black Shadow
219 Rude Kaiser
220 Sengenjin
221 Nekogal #2
222 Panther Warrior
223 Wolf Axewielder
224 Gate Deeg
225 Dark Rabbit
226 Firewing Pegasus
227 Little Chimera
228 The Wicked Worm Beast
229 Griffore
230 Torike
231 Wolf
232 Silver Fang
233 Mystic Horseman
234 Dark Gray
235 Sleeping Lion
236 Larvas
237 Dig Beak
238 Lisark
239 Synchar
240 Fusionist
241 Frenzied Panda
242 Air Marmot of Nefariousness
243 Meotoko
244 Master & Expert
245 Nekogal #1
246 Prevent Rat
247 Mystical Sheep #2
248 Super War Lion
249 Leogun
250 Tatsunootoshigo
251 Burglar
252 Garvas
253 Flower Wolf
254 Armored Rat
255 Milus Radiant
256 Togex
257 Hane Hane
258 Ancient One of the Deep Forest
259 Mon Larvas
260 Pale Beast
261 Obese Marmot of Nefariousness
262 Great Bill
263 Armored Rat
264 Mystical Sheep
265 Gazelle the King of Mythical Beasts
266 King Tiger Wanghu
267 Chimera the Flying Mythical Beast
268 Fiend Reflection #2
269 Crimson Sunbird
270 Niwatori
271 Tyhone
272 Harpie Lady
273 Harpie Lady Sisters
274 Spirit of the Books
275 Faith Bird
276 Droll Bird
277 Mavelus
278 Kurama
279 Wing Eagle
280 Punished Eagle
281 Skull Red Bird
282 Queen Bird
283 Peacock
284 Skullbird
285 Monstrous Bird
286 Winged Dragon Guardian of Fortress #2
287 Crow Goblin
288 Takuhee
289 Fiend Reflection #1
290 Blue-Winged Crown
291 Birdface
292 Ryu-Kishin
293 Feral Imp
294 Summoned Skull
295 Horn Imp
296 Sangan
297 Kuriboh
298 Castle of Dark Illusions
299 Reaper of the Cards
300 King of Yamimakai
301 Barox
302 Dark Chimera
303 Metal Guardian
304 Crass Clown
305 Mask of Darkness
306 Job Change Mirror
307 That Which Feeds on Life
308 Trial of Nightmare
309 Witty Phantom
310 Mystery Hand
311 The Shadow Who Controls the Dark
312 Lord of the Lamp
313 Tainted Wisdom
314 Lord of Zemia
315 Dark King of the Abyss
316 Big Eye
317 Dark Prisoner
318 Ancient Brain
319 Claw Reacher
320 Terra the Terrible
321 Mabarrel
322 Midnight Fiend
323 Madjinn Gun
324 Dark Titan of Terror
325 The Drdek
326 Candle of Fate
327 Meda Bat
328 Embryonic Beast
329 Wicked Mirror
330 Versago the Destroyer
331 Megirus Light
332 Gorgon Egg
333 King Fog
334 Mystic Clown
335 Dark Artist
336 Bio Plant
337 Zera the Mant
338 Fiend's Mirror
339 Ryu-Kishin Powered
340 La Jinn the Mystical Genie of Lamp
341 Bickuribox
342 Zoa
343 Ushi Oni
344 Monster Eye
345 Soul Hunter
346 Needle Ball
347 Morinphen
348 Dragon Seeker
349 Fungi of the Musk
350 Bistro Butcher
351 Neck Hunter
352 Chakra
353 Psycho Puppet
354 Invader from Another Dimension
355 Wretched Ghost of the Attic
356 Key Mace #2
357 Hiro's Shadow Scout
358 Whiptail Crow
359 Man-Eating Treasure Chest
360 Baron of the Fiend Sword
361 Wall of Illusion
362 Toon Summoned Skull
363 Three-Headed Geedo
364 Berfomet
365 Kryuel
366 Dark Shade
367 Air Eater
368 Gyakutenno Megami
369 Goddess with the Third Eye
370 Orion the Battle King
371 Weather Control
372 Mystical Capture Chain
373 Spirit of the Harp
374 Key Mace
375 Happy Lover
376 Petit Angel
377 Hourglass of Life
Increased Strength for Same Type Friendlies Major
378 Lunar Queen Elzaim
379 Wing Egg Elf
380 Ray & Temperature
381 Ocubeam
382 Goddess of Whim
383 Hoshiningen
384 Skelengel
385 Dark Witch
386 Binding Chain
387 Muse-A
388 Tenderness
389 Shining Friendship
390 Hourglass of Courage
391 Winged Egg of New Life
392 Airknight Parshath
393 Doma the Angel of Silence
394 Dancing Elf
395 Spiked Snail
396 Big Insect
397 Basic Insect
398 Hercules Beetle
399 Gokibore
400 Giant Flea
401 Larvae Moth
402 Great Moth
403 Perfectly Ultimate Great Moth
404 Nightmare Scorpion
405 Winged Cleaver
406 Kumootuko
407 Petit Moth
408 Jirai Gumo
409 Dungeon Worm
410 Leghul
411 Ganigumo
412 Alinsection
413 Cockroach Knight
414 Kuwagata Alpha
415 Korogashi
416 Kattapillar
417 Man-Eater Bug
418 Gale Dogra
419 Kwagar Hercules
420 Minar
421 Kamakimaran
422 Javelin Beetle
423 Needle Worm
424 Giant Scorpion of the Tundra
425 Hunter Spider
426 Acid Crawler
427 Larva of Moth
428 Pupa of Moth
429 Arsenal Bug
430 Killer Needle
431 Insect Soldiers of the Sky
432 Bladefly
433 Sword Arm of Dragon
434 Two-Headed King Rex
435 Mammoth Graveyard
436 Megazowler
437 Uraby
438 Crawling Dragon #2
439 Tomozaurus
440 Two-Mouth Darkruler
441 Pragtical
442 Anthrosaurus
443 Trakodon
444 Little D
445 Bracchio-raidus
446 Armored Lizard
447 Serpent Marauder
448 Yormungarde
449 Drooling Lizard
450 Beaked Snake
451 Ancient Lizard Warrior
452 Krokodilus
453 Grappler
454 Toon Alligator
455 Emperor of the Land and Sea
456 Sinister Serpent
457 Mechaleon
458 Serpentine Princess
459 Great White
460 Rare Fish
461 Root Water
462 Enchanting Mermaid
463 White Dolphin
464 Deepsea Shark
465 Bottom Dweller
466 7 Colored Fish
467 Rainbow Marine Mermaid
468 Crazy Fish
469 Misairuzame
470 Tongyo
471 Wow Warrior
472 Fortress Whale
473 Man Eating Black Shark
474 Marine Beast
475 Amazon of the Seas
476 Kairyu-Shin
477 Takriminos
478 Aqua Dragon
479 Sea King Dragon
480 Spike Seadra
481 Guardian of the Throne Room
482 Ancient Tool
483 Gate Keeper
484 Cyber Soldier of Darkworld
485 Megasonic Eye
486 Labyrinth Tank
487 Pendulum Machine
488 Metalzoa
489 Saber Slasher
490 Yaiba Robo
491 Cyber Soldier
492 Mechanical Chaser
493 Blocker
494 Spike Clubber
495 Cyber Stein
496 Cyber Commander
497 Jinzo #7
498 Cannon Soldier
499 Brave Scizzar
500 Dharma Cannon
501 Red Eyes Black Metal Dragon
502 Barrel Dragon
503 Mechanical Snail
504 Disk Magician
505 Slot Machine
506 Blast Sphere
507 Space Megatron
508 Launcher Spider
509 Blast Juggler
510 Robotic Knight
511 Ground Attacker Bugroth
512 Holograh
513 Steel Scorpion
514 Machine King
515 Giant Mech Soldier
516 Mechanical Spider
517 Giga-tech Wolf
518 Shovel Crusher
519 Golgoil
520 Dice Armadillo
521 Cyber Saurus
522 Steel Ogre Grotto
523 Patrol Robo
524 Royal Guard
525 Machine Attacker
526 Steel Ogre Grotto #2
527 Gear Golem the Moving Fortress
528 Kinetic Soldier
529 Metal Dragon
530 Bat
531 Metal Fish
532 Mech Bass
533 Oscillo Hero #2
534 Sanga of the Thunder
535 Thunder Dragon
536 The Immortal of Thunder
537 Electric Snake
538 Twin Headed Thunder Dragon
539 Thunder Nyan Nyan
540 Tripwire Beast
541 Electric Lizard
542 La Li-Oon
543 Kaminarikozou
544 Kaminari Attack
545 Mega Thunderball
546 Bolt Escargo
547 Bolt Penguin
548 Fire Kraken
549 Boulder Tortoise
550 Fiend Kraken
551 Jellyfish
552 Catapult Turtle
553 Octoberser
554 Toad Master
555 Akihiron
556 The Melting Red Shadow
557 Monsturtle
558 Turtle Tiger
559 Arma Knight
560 Penguin Knight
561 Dorover
562 Twin Long Rods #1
563 Roaring Ocean Snake
Increased Strength for Same Type Friendlies Lieutenant Colonel
564 Hitodenchak
565 Water Element
566 Water Omotics
567 Beastking of the Swamps
568 The Furious Sea King
569 Wetha
570 Change Slime
571 Psychic Kappa
572 Flying Penguin
573 Suijin
574 Zone Eater
575 Ooguchi
576 Water Magician
577 Ice Water
578 Waterdragon Fairy
579 Water Girl
580 Turu-Purun
581 Guardian of the Sea
582 Aqua Snake
583 Giant Red Seasnake
584 30,000 Year White Turtle
585 Kappa Avenger
586 Kanikabuto
587 Zarigun
588 Sea Kamen
589 Ameba
590 Yado Karu
591 Turtle Raccoon
592 Turtle Bird
593 Star Boy
594 Frog the Jam
595 Behegon
596 Crab Turtle
597 Weather Report
598 Giant Turtle Who Feeds on Flames
599 Violent Rain
600 Penguin Soldier
601 Liquid Beast
602 Twin Long Rods #2
603 Armored Starfish
604 High Tide Gyojin
605 Fairy of the Fountain
606 Night Lizard
607 Amphibious Bugroth
608 Gruesome Goo
609 Hyosube
610 Red Archery Girl
611 Toon Mermaid
612 Maiden of the Aqua
613 Dragon Piper
614 Wings of Wicked Flame
615 Charubin the Fire Knight
616 Fire Eye
617 Hinotama Soul
618 Fireyarou
619 Vermillion Sparrow
620 Flame Cerebus
621 Jigen Bakudan
622 Molten Behemoth
623 Flame Snake
624 Prisman
625 Rock Ogre Grotto #1
626 Giant Soldier of Stone
627 Ancient Jar
628 Haniwa
629 Dissolverock
630 Stone Armadiller
631 Rock Ogre Grotto #2
632 Stone Dinosaur
633 Millenium Golem
634 Destroyer Golem
635 Barrel Rock
636 Minomushi Warrior
637 Stone Ghost
638 The Statue of Easter Island
639 Muka Muka
640 Sand Stone
641 Mystical Sand
642 Pot the Trick
643 Morphing Jar
644 The Thing That Hides in the Mud
645 Stone Ogre Grotto
646 Stone Statue of the Aztecs
647 Dark Plant
648 Rose Spectre of Dunn
649 Mushroom Man
650 Man-Eating Plant
651 Firegrass
652 Man Eater
653 Arlownay
654 Yashinoki
655 Ancient Tree of Enlightenment
656 Green Phantom King
657 Rainbow Flower
658 Barrel Lily
659 Laughing Flower
660 Bean Soldier
661 Griggle
662 Darkworld Thorns
663 Abyss Flower
664 Living Vase
665 Snakeyashi
666 Trent
667 Queen of Autumn Leaves
668 Woodland Sprite
669 Tentacle Plant
670 Fairy King Truesdale
Strength Increase for Same Type Friendlies Captain
671 Summoned Lord Exodia
672 Jowls of Dark Demise
673 Souleater
674 Slate Warrior
675 Shapesnatch
676 Carat Idol
677 Electromagnetic Bagworm
678 Time Eater
679 Mucus Yolk
680 Servant of Catabolism
681 Rigras Leever
682 Moisture Creature
683 Dragon Capture Jar
684 Time Seal
685 Monster Reborn
686 Copycat
687 Mimicat
688 Graverobber
689 Forest
690 Wasteland
691 Mountain
692 Sogen
693 Umi
694 Yami
695 Toon World
696 Burning Land
697 Labyrinth Wall
698 Magical Labyrinth
699 Dark Hole
700 Raigeki
701 Heavy Storm
702 Harpies' Feather Duster
703 Mooyan Curry
704 Red Medicine
705 Goblin's Secret Remedy
706 Soul of the Pure
707 Dian Keto Cure Master
708 Gift of the Mystical Elf
709 Sparks
710 Hinotama
711 Final Flame
712 Ookazi
713 Tremendous Fire
714 Just Desserts
715 Swords of Revealing Light
716 Dark-Piercing Light
717 Darkness Approaches
718 The Eye of Truth
719 Inexperienced Spy
720 Warrior Elimination
721 Eternal Rest
722 Stain Storm
723 Eradicating Aerosol
724 Breath of Light
725 Eternal Draught
726 Fissure
727 Last Day of Witch
728 Exile of the Wicked
729 Dust Tornado
730 Cold Wave
731 Fairy Meteor Crush
732 Change of Heart
733 Brain Control
734 Magical Neutralizing Force Field
735 Winged Trumpeter
736 Shield and Sword
737 Yellow Luster Shield
738 Limiter Removal
739 Rain of Mercy
740 Windstorm of Etaqua
741 Sebek's Blessing
742 Aqua Chorus
743 Stop Defense
744 Monster Recovery
745 Call of the Haunted
746 Shift
747 Solomon's Lawbook
748 Magic Drain
749 Dimension Hole
750 Earthshaker
751 Creature Swap
752 Legendary Sword
753 Sword of Dark Destruction
754 Dark Energy
755 Axe of Despair
756 Laser Cannon Armor
757 Insect Armor with Laser Cannon
758 Elf's Light
759 Beast Fangs
760 Steel Shell
761 Vile Germs
762 Black Pendant
763 Silver Bow and Arrow
764 Horn of Light
765 Horn of the Unicorn
766 Dragon Treasure
767 Electro-Whip
768 Cyber Shield
769 Mystical Moon
770 Malevolent Nuzzler
771 Book of Secret Arts
772 Violet Crystal
773 Invigoration
774 Machine Conversion Factory
775 Raise Body Heat
776 Follow Wind
777 Power of Kaishin
778 Kunai with Chain
779 Salamandra
780 Megamorph
781 Bright Castle
782 Fiend Castle
783 High Tide
784 Spring of Rebirth
785 Gust Fan
786 Burning Spear
787 7 Completed
788 Nails of Bane
789 Riryoku
790 Multiply
791 Sword of Dragon's Soul
792 Enchanted Javelin
793 Anti-Magic Fragrance
794 Crush Card
795 Paralyzing Potion
796 Cursebreaker
797 Elegant Egotist
798 Cocoon of Evolution
799 Metalmorph
800 Insect Imitation
801 Spellbinding Circle
802 Shadow Spell
803 Mesmeric Control
804 Tears of the Mermaid
805 Infinite Dismissal
806 Gravity Bind
807 House of Adhesive Tape
808 Eatgaboon
809 Bear Trap
810 Invisible Wire
811 Acid Trap Hole
812 Widespread Ruin
813 Type Zero Magic Crusher
814 Goblin Fan
815 Bad Reaction to Simochi
816 Reverse Trap
817 Block Attack
818 Shadow of Eyes
819 Gorgon's Eye
820 Fake Trap
821 Anti-Raigeki
822 Call of the Grave
823 Magic Jammer
824 White Hole
825 Royal Decree
826 Seal of the Ancients
827 Mirror Force
828 Negate Attack
829 Mirror Wall
830 Curse of Millennium Shield
831 Yamadron Ritual
832 Gate Guardian Ritual
833 Black Luster Ritual
834 Zera Ritual
835 War-Lion Ritual
836 Beastly Mirror Ritual
837 Ultimate Dragon
838 Commencement Dance
839 Hamburger Recipe
840 Revival of Sernin Genjin
841 Novox's Prayer
842 Curse of Tri-Horned Dragon
843 Revived Serpent Night Dragon
844 Turtle Oath
845 Contruct of Mask
846 Resurrection of Chakra
847 Puppet Ritual
848 Javelin Beetle Pact
849 Garma Sword Oath
850 Cosmo Queen's Prayer
851 Revival of Dokurider
852 Fortress Whale's Oath
853 Dark Magic Ritual
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FAQs
-----------------------------------------------------------------------------
This section will cover all the questions that I recieve via email from great
contributors to those who are new to the game. Here "x" is either a number or a
name, it will be used to represent them.
Q - Why does the game tell me "Exceeded DC Level!" when I choose to duel someone?
A - Well this is a simple one, your DC (Deck Cost) is higher than that of your
opponent. At the beginning of either side of the game the person you sided with
tells you about this and to try and keep your DC lower than your opponent so that
you can win their Rose Card. To lower your DC (Shown at the bottom of the screen
above your Deck Leader's Name) enter the Build Deck Screen, then take out cards
that have a high DC (Higher than 50 against weaker duelists is usually not needed
unless it is something like Change of Heart which can significantly alter the
results of the battle). The DC of the card it posted on the bottom right side of
the card when you check it's details.
Q - I've dueled x amount of times and my Deck Leader still hasn't gained a rank,
why?
A - There is no current explanation of how your Deck Leaders gain ranks but
according to the manual the cards gain certain "points" from dueling and these
points are added up after each duel and when the monster gains enough of these
points than the rank of the monster will increase. The secret that I've shown
above in the Tips and Secret/Password section of this guide will tell good ways
to increase the ranks more quickly.
Q - My Deck Leader is x rank and still has no ablities, why?
A - Check the Deck Leader section of this guide and it will tell you alot of the
monsters abilities and when they recieve them.
Q - I want to reincarnate/enter passwords but I can't find R3 or L3, where are
they?
A - This is a question I get from people who've never played PS2 before, the
answer to this is R3 is the Right Analog and L3 is the Left Analog, pressing them
in is the button key.
Q - Why can't I beat x, he/she is too hard!?
A - Your deck prolly needs to be built up, send me your deck and I can give you
some pointers on what to add. If this is not the case, try going over my strategy
for that certain duelist.
Q - Why did my email get deleted?
A - It did not have DOTR or something telling me about DOTR. Also, when sending me
decks, strategy or any other tid bit of information please send it in the form
that I have used thru out this FAQ. Aaron Folz is the only person to do this and
I greatly appreciate him for doing this. Please send the information in this form
because it greatly increases your chances of me posting it and it also makes it
easier for me to convert onto this format. Thanks!
NOTE: Do not send me things that I have already answered in this FAQ, I am tired
of getting 10 emails and 9 of them being questions that are answered in this FAQ.
Stop being lazy, I made it easy for you to find things and using ctrl+F is the
FIND key opening the Find Word option.
Any other questions will be added if they are asked quite often via email. Please
feel free to send any questions to my email at Kaizer_Z3r0@yahoo.com, please note
that most of them will not get a reply if it does not contain vital information
such as an awesome strategy or 10-20 complete Deck Leaders Abilities.
-----------------------------------------------------------------------------
Thanks
-----------------------------------------------------------------------------
Thanks go to:
Me, I was weary of putting this up but I've realized that I am a lazy person
so thanks go to me for not being lazy for a change.
MiniLancerRS731 for contributing to the monster fusion section.
Kimble Wakeen for contributing to the strategies, decks, and rituals information.
Aaron Folz for contributing so much additional strategic information.
Scooby23788 for contributing a few of the hidden card locations.
Chris231232 for contributing to the Rare card section.
x0d1a for posting all passwords up in the message boards.
Anyone else that I forgot to add or name I just happened to forget (sorry if I
did forget you and please e-mail me if I did forget to give you credit somewhere)
Konami for creating such an addicting game.
GameFAQs.com for posting this FAQ/WalkThrough
Ign.com as well for requesting me to post this FAQ/Walkthrough on their site.
------------------------------------------------------------------------------
Coming Soon
------------------------------------------------------------------------------
1. More Passwords if there are any.
2. More cards for the Rare/Powerful Cards section.
3. Deck Leader info for the card list.
4. Decks that people send to me.
THE END