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FAQ/Walkthrough

by MysticalMoon

---------------------------------------------------------------------
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
---------------------------------------------------------------------

"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

----------------------------------------------------------------------
                          Story Background
----------------------------------------------------------------------

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.


----------------------------------------------------------------------
                              Main Menu
---------------------------------------------------------------------

This section simply lists all the functions sprung from the main menu.

----------------------------------------------------------------------
                               NEW GAME                       Dotr_New
----------------------------------------------------------------------


Obviously, this begins a new game. This option will be covered in the
Walkthrough section of this FAQ.

-------------------------------------------------------------------------
                               CONTINUE                       Dotr_Continue
-------------------------------------------------------------------------

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.

-------------------------------------------------------------------------
                               CUSTOM DUEL                    Dotr_Customduel
-------------------------------------------------------------------------

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.

--------------------------------------------------------------------------
                                TRADE                         Dotr_Trade
--------------------------------------------------------------------------

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.

----------------------------------------------------------------------
                    In Game Controls and Options
----------------------------------------------------------------------

----------------------------------------------------------------------
                             MAP SCREEN                          Dotr_MAP
----------------------------------------------------------------------

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.

-----------------------------------------------------------------------
                          BATTLE SCREEN                      Dotr_Battle
-----------------------------------------------------------------------

 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.
------------------------------------------------------------------------
                       BUILD DECK SCREEN                        Dotr_BuildDECk
------------------------------------------------------------------------

 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 ...


----------------------------------------------------------------------
                          WalkThrough
----------------------------------------------------------------------

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.

--------------------------------------------------------------
    Deck Leader            Name          Type              Dotr_NAME
--------------------------------------------------------------

 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.

------------------------------------------------------------------------
WEEVIL UNDERWOOD              Deck Level - 854                  Dotr_Weevil
------------------------------------------------------------------------

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.

-------------------------------------------------------------------------
REX RAPTOR                    Deck Level - 960            Dotr_REX
-------------------------------------------------------------------------

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.

-------------------------------------------------------------------------
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.

--------------------------------------------------------------------------
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

-----------------------------------------------------------------------------
                                  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 [email protected], 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.

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                               Coming Soon
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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