--------------------------------------------------------------------- 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. ------------------------------------------------------------------------------ Coming Soon ------------------------------------------------------------------------------ 1. More Passwords if there are any. 2. More cards for the Rare/Powerful Cards section. 3. Deck Leader info for the card list. 4. Decks that people send to me. THE END