_____.___. .__ .__ ._. \__ | |__ __ ____ |__| ____ | |__| | / | | | \/ ___\| |/ _ \| | \ | \____ | | / /_/ > ( <_> ) Y \| / ______|____/\___ /|__|\____/|___| /_ \/ /_____/ \/\/ __ ______________________ _______________ _______ ______ / \ / \_ ___ \__ ___/ \_____ \ _ \ \ _ \ / __ \ \ \/\/ / \ \/ | | / ____/ /_\ \/ /_\ \ > < \ /\ \____| | / \ \_/ \ \_/ \/ -- \ \__/\ / \______ /|____| \_______ \_____ /\_____ /\______ / \/ \/ \/ \/ \/ \/ Hello and welcome to th guide! This guide is to help you get through the game "Yugioh World Chamionship Tournament 2008". For those of you that have owned any WCT tournament post 2005, you'll know I make writing this guide my annual tradition. I have also written other guides, for more info, see my GameFAQs profile. So, without further ado, lets get to the guide. Also, I apologise to the people who have requested me to do this, and for the long delay. My schoolwork has gotten on top of me, but now I have 9 whole weeks of nothing to do, so I can finally finish it :'). Next years one will be on time, I promise. For people who don't really know what I mean, I've found this really obscure website which has lots of information so you don't flood my inbox: www.google.co.uk And if your looking for soemthing specific, press Ctrl and F simultaneously, and you can then find what you are looking for. I'm not covering packs because there is a very good FAQ up at the moment on Gamefaqs.com. Also, I'm British, so the terminology I use may be a little different to the vocab most of you are used to. Also, if you want some information on other Yugioh related topics, go to the Yuioh Wikia (www.wikipedia.com -> Yugioh, at the bottom should be a link). A quick list of some of the abbreviations I use: M/S/T - Monster/Spell/Trap repectivley GY - Graveyard LLAB - Level Limit - Area B TSITS - The sanctuary in the Sky ATK - Attack points DEF - Defence points GK - Gravekeeper ALO - A Legendary Ocean LP - Life Point GB - Gladiator Beast DHero - Destiny Hero EHero - Elemental Hero Battle Damage - Damage to the opponents LP using your monsters ATK/DEF. Effect Damage - Damage to the opponents LP using card effects. Storm - Flood the field with monsters, almost always by Special Summons. ________________________________________________________________________________ Table of Contents: 1) Contact 2) Legal 3) V History 4) Overview 5) Duel World 6) Tournament and WC Mode 7) Rewards list 8) Deck section 9) Closing ________________________________________________________________________________ CONTACT: No Flames. No Viruses. If I receive them, after a while I will take my email address off. But then to contact me, you MUST give me your email address On a message board. THEN I WILL POST YOU A PRIVATE MAIL. Ok here it is: email@example.com No nothing. You may ask me FAQ and I will be glad to reply to you and make a Section about it. Thank you for your co-operation. Make sure to put as a Subject OR I WILL NOT READ IT!: YGO 08 FAQ Update : Something that I missed. YGO 08 FAQ : For a question about the game YGO 08 Guide : If something confused you YGO 08 Legal : If you want to know about legal and ask permission. YGO 08 : If you just want to say hi! ________________________________________________________________________________ LEGAL: This guide is copyright 2008-2009 by Chaet_legend. Below are the rules: @ This may not be reprouduced without my permission. @ You may not put this on your site without my permission. @ You may not steal it and claim it as your own. @ If I do give you permission, which happens sometimes, you MUST give me full credit. @ Below are the sites eligibal to host this FAQ without my permission: www.gamefaqs.com www.supercheats.com www.gamespot.com www.aolgames.com www.yahoogames.com That is NOT YOU CHEAT CODE CENTRAL OR YOU NEOSEEKER! (gamecheats world is forbidden to host under all circumstances) @ Bla bla bla *FALLS ASLEEP* ________________________________________________________________________________ V HISTORY 0.1 - Completed Duel world section. After months of delaying it too. Will soon be starting work on the other sections. 0.2 - Started and did a chunky portion of the WC mode duelists, corrected a lot of spelling/translation mistakes and some game mistakes. Will keep at the WC mode duelitsts - its my priority, then a deck section. 0.3 - Sorry for the delayed update - I have exams coming up and I haven't had too much time. As I'm ill today I have some time to kill - so I continued with the WC duelists. I plan to launch the deck section next update - I'm compiling different things to see how the fare. 0.4 - I've been busy over Crimbo, so the updates to the guide got pushed to the back of my mind - Sorry! Anyway, I got round to adding a couple more WCT duelists and the deck section is UP! There are only one or two decks there but this will continue to grow over the coming months. Thanks to everyone who has contributed this update, all of whom's names can be found after their work. A couple of minor spelling corrections and the like were made too. Other than that, I wish everyone a very happy New Year and hope 2009 is even better than 2008! ________________________________________________________________________________ OVERVIEW WCT 08 is the newest in the annual releases of Yugioh World Championships. It features the all new Duel World, which is pretty much why I bought this game. This is a game which features HEAVILY on dueling, so if you don't like having a flimsy to non-existant sotryline, you may want to try Spirit Caller/Nightmare Troubadour. In duel world, you'll battle through several levels, unlocking new cards as you go. You'll also unlock new duelists who can be fought in the same way as last years game. You can go online, an you can download a different card each day (pre-decided)- handy indeed as opposed to the 3 monthly rotating cards from last year. You can download new duelists and puzzles each month, new ban lists every so often, and online players ghosts, who are real life people building their own decks. When you download a ghost however, it will be the CPU using their deck your playing against, not the actual person. One VERY dissapointing thing is that you cannot DS Wireless link to any past game, so if you were getting all your Forbiddens and UR cards on WCT07/SC, be in for a shock. Anyway, I'm going to start with the Duel World section, so lets go there now. ________________________________________________________________________________ DUEL WORLD OK, this is it. This is a first on any YGO game. Let me just breifly explain how this place works. =================== ||THE WORLD OF GRACE|| =================== You'll be sent to a world called "Grace" first of all. Ignore anything on the screen and touch the little arrow in the bottom right hand corner. This is the screen where we can go to the shop, edit the deck, save (important because you cannot save on the map) and quit to go to the other mode. You can also access your wardrobe and records here. Anyway, back to the world Grace. You'll see a few monster roaming around, which are Sonic Shooter, Skull Servant and Nightmare Penguin, as well as a Colosseum and a tent. You may also notice some ripples on the pool. The tent is where you can go if you ever get stuck and you feel this guide is a little lacking. The woman in there though often talks in very ambiguous detail, so its usually a waste of 50DP. The Colosseum is probably one of the funnest parts of the game - you can have duels using structure decks VS other real life strucutre decks, from Dragons Roar, to rise of the Dragon lords, with 2 exclusive Japanese decks too. I recommend that you stay here and familisarise yourself with all 13 of them - which may take a good couple of hours worth of gameplay. Each time you beat Amazoness Paladin with a deck, you'll notice a "*" above it. If you beat her with all 13, you get every single card with the word "Amazoness" in its name and Amazon Archer. You'll also get plenty of DP from your duels, as well as Bastion Misawa in the other mode of play as an opponent and I you also get a new duel disk. A few of these cards are going to go straight into our deck, because they will help us get a deck worth dueling with. This a deck list of your starter deck: Monsters: Chamberlain of the Six Samurai Elemental Hero Clayman, Great Angus Harpie Girl (take this out) Queen's Knight x2 Renge - Gatekeeper of Dark World Sonic Duck x2 Space Mambo Tri-Horned Dragon (take this out) Black Ptera (and this) Decoy Dragon (and this) Goblin Elite Attack Force Gyroid Iron Blacksmith Kotetsu Majestic Mech - Ohka Old Vindictive Magician Swift Birdman Joe Vortex King Spells: Axe of Despair Back to Square One Broken Bamboo Sword (take out) Dack Factory of Mass Production (you may want to, you may not want to) Enemy Controller Hammer Shot Lucky Iron Axe Mind Control (take out) Soul Devouring Bamboo Sword (take out) Stray Lambs x2, (take one out) Twister x2 (take one out) Traps: Birthright Chain Detonation Dust Tornado Magic Drain Negate Attack 2x Trap Hole Not spectacular, but it is better than most structure decks people have seen before. I suggest going and buying 15 packs of Fiery Rage and spending the rest on White Light Ruler because by the end of this world, I want to have an Alkana Knight Joker/Pseudo-Beatdown deck. Good Cards to put in this deck from those packs: Magician of Faith / Mystical Space Typhoon (if you get really lucky) Axe of Despair Graceful Dice (only one though) Tremendous Fire Mystical Elf Fissure Ultimate Offering Magic Arm Shield Spellbinding Circle Tribute to the Doomed Malevolent Nuzzler Rush Recklessly Reinforcements If you choose to buy the other packs instead, these are what you might pull: Sangan Widespread Ruin Black Pendant Robbin' Goblin Trap Hole Time Machine Kunai With chain Mirror Force Gravekeeper's Servant Waboku Metalmorph Mask of Darkness Double Coston / Dark Magician Dust Tornado Magic Cylinder Cyber-Tech Aligator Dimensional Prison Fairy Box Solemn Wishes Edit as you wish. Other packs will beomce available later on, but thats NOT my FAQ, please do not email me about it. I will assume if you are following my guide you will NOT be stopping to go and unlock more packs in WC mode. Anyway, lets start off with the easiest and work our way up. You WILL want to beat each character 5 times to unlock the packs from this sotry mode. Also, before that, I suggest doing the Structure Duel with Amazoness Paladin in the Colosseum. For those who have trouble with her, here are my strategies: Dragon's Roar: Don't use unecessary spells and traps, you need to keep these zones freefor more important things. This deck is an absolute pain to use if your not a skilled dragon player. Try and get against an easy deck (eg Machine's Revolt), and storm out your lower level monsters. If you draw Red Eyes Black Chick on Turn one with REBD, hats off to you. Blaze of Destruction: Backfire is yoru friend. Don't be afradid to sacrifice some monsters for this, because this is what this deck is about. Restrict their attacks with Level Limit-Area B. Just do nto go against Fury from the Deep, because their monsters can bypass yoru LLAB if they have their Legendary Ocean out, and can destroy them. Fury from the deep: ALO means most of your monsters will either become 4* or 3*, giving you either the advantage to bypass LLAB, or to summon with no sacrifice. Just get out the stronger monsters, but don't use the Neo-Daedalus' abilities unless you know you can one shot your opponent afterwards. Pretty easy to use. Warriors Triumph: Well, IMHO, this is the second easiest deck to use, so just play it like a normal duel. You shouldn't have too many problems beating the opponent with this. A quick note about Marauding Captain: If there are 2 or 3 of them on the field at the same time, then none of your warrior monsters can be attacked. Pretty cool. Spellcaster's Judgement: Easiest deck to use. With so many supporting cards, you can't go wrong with this; unless you get a bad draw. Invincible Fortress: Rather fun to use. Get out Canyon quickly, set plenty of monsters with high DEF, the ones with low DEF but higher ATK could be used as pseudo-attackers, but don't do anything rash. If you can get out Exxod, you will probably win if you also have Guardian Sphinx. At that point, you can say gg. No monsters + 1000 damage each turn = nasty. Lord of the Storm: Use your Harpies Wisely! Harpie lady 1 is the best one, because as well as the field boost, it gives 300 ATK points to every monster in this deck. There are a few things that can mess you up here. There are certain cards to avoid. Simorgh Bird of Divinity is bad because if you get a crap draw, your screwed. And your opponent doesnt exactly have a hard job countering it. Don't summon Harpie Girl, she isn't worth it. Sonic Shooter isn't either. Never set Slate Warrior - he is strong enough without the boost. There is no point in using the Ninja cards either. Avoid doing these, and you've got a good chance at winning. Dinosaur's Rage: Fun to kick the crap out of Paladin with. If you get out your Super Conductor Tyranno, unless there is LLAB on the field, your opponent can pretty much say gg. If you play without doing anything stupid, you should do well. Machine's Re-Volt: Arrrggh, this deck is a bugger to use. If your new to the Yu-Gi-Oh franchise, you'll struggle with this deck. Your main cards are the 3 coloured (I'm British, I spell it with a U, get over it) gadgets, Red, Yellow and Green, all allowing another to be added to the hand. Now, it takes 3 turns to get them out, and they are very fragile, so you'll have great dificulty getting them to stay there. You want them our becuase they power up most of the monsters in this deck, most notably, Ancient Gear Gajiltron Dragon, your best card. If you can get out your 5*+ monsters, you'll win. Also, NEVER summon Ancient Gear Engineer. He is extremely weak for a 5* monster and is simply not worth it. Surge of Radiance: Lets go and kick some butt with a fairy! Seriosuly, they can actually own an opponent if you get the right cards at the right time. Most of the cards in this deck have some association with The Sanctuary in the Sky, so if you can get it out and keep it out, your going to do well. This is one of the only times in which you should be summoning weaker monsters. You don't take most forms of damage, and even power up some more! Summoning Freyr is very good when TSITS is out because she wont take damage and will power up other monsters. Just play normally after that. Oh, and a word of advice: Bring out The Agent of Force - Mars when your comfortably ahead in LP. There is no point in wasting a monster early when it could get up to 4500+ atk! Curse of Darkness: This is probably the third and final deck you'll have problems with. I had problems with it as well. I would recommend doing what suits the moment, and change your strategy each time you use this deck. I'm sorry I can't help you more. Rise of the Dragon Lords: This deck is all about sending powerful monsters to the Graveyard to have their abilities activate. So guess what we're gonna do? We're gonna send them to the graveyard to have their abiliteis activate! Use cards like Trade In, Morphing Jar, Herald of Creation, etc. to tamper with the GY, and get them back out/have them activate. One thing though: Make sure they are sent to th GY ferom the right place, if something says send it from the hand, you MUST send it from the hand to be able to use it again. Well, now you've got her out of the way, you should have amassed some DP by now, so go and buy some packs. Now, we move onto beating the enemies. Becase we are not going to stop to go to WC until we have done most of this (unless you want to, it takes a hell of a long time but you can get a killing of the cards there, and you get some more packs), you will need to defeat each enemy 5 times to get the packs at the end of the level. Oh, and Put the recently acquired Amazoness Paladin in your deck. An 1700(+100) ATK monster is really powerful at this point. Here are the enemies: Skull Servant Deck Type: Weak Zombie ish thing Counters: Anything really This guy is as weak as hell. Even your base starter should have no problems taking this guy out. Nightmare Penguin Deck Type: Return to hand + Remove from play Counters: Mystical Space Typhoon, anything that can destroy monsters This is one of two guys in this level with a little bit of strategy. He will try to bring out Degenerate Circuit, which means monsters that usually go to the hand will now go to RFP. He will use cards like Begone, Knave! (which means if one of your monsters inflicts even only 1 damage to your opponent, it'll be RFP) Penguin Solider, Nightmare Penguin, etc. If you can destory his Degenerate Circuit, and withstand monsters returning to the hand, you'll be fine. Elemental Hero Knopse Deck Type: Stall??? Counters: Anything really Knopse is really not that hard. He tries to use a stallish deck, Kuriboh, Sheep Token, etc. Knopse isn't that good a cards either, not without E Hero support. Just bash it hard and fast, and you should have this guy beaten in no time. Sonic Shooter Deck Type: Wind Counters: Luck, well at this point, its all you really have... I said Nightmare Penguine had strategy, and this guy also has strategy. He uses cunning Monster Removal and spell and traps that will annoy the hell out of you. Its very difficult to tell you how to beat him. One tip is to always have a card in your spell and trap zone, his Sonic Shooter relies on you not having this so it can attack you directly. If you went and got Dimensional Prism, it will help here. Rock From the Valley of Haze is his strongest, with 2400 attack and it will prove to be a pain. I guess just equip all Axe of Despairs/Lucky Iron Axes etc., on it now. Good luck. Only place left now is the lake. When you go here, either you will throw money in (if you dont you'll leave), and then have a 50% chance of getting a card, 50% chance of nothing. But the bit we're really interested in is the Monster, Kairyu-Shin. Kairyu-Shin Deck Type: Water Counters: Anything that gets rid of Spells and Traps This guy is pretty much a standard water deck, A Legendary Ocean is very common, but this guy has a way of protecting his field cards, so you'll need to destroy that first, then his ALO. Tornado wall stops all battle damage, which can get very annoying at this earlyt stage in the game. I reccomend packing in a lot of Spell and Trap removal. After you've beaten all of these people, there should be this weird guy beating up this crocodile like thing permanatly in the middle of the map. You have to go over to him, and talk to Gigobyte and offer to help him. You have to put up and Ante card this fight, which means you risk a rare card, and could get one in return. If you've got Dupes of a card you don't plan to use, use them. The rarer the card you put up, the nicer the reward will be. Curse of Vampire: Deck Type: Zombie Counters: Skill, Luck Well, at this point, defeating a fully fledged Zombie deck is going to be a very difficult feat. The thing about Zombie decks is the fact they can storm powerful monsters very quickly, and are difficult to counter. If he draws a bad hand, he should be no contest. Pack your deck full of monster removal for this fight, it may take you a couple of tries. I'm sorry I can't help you any more than I have. After you've beaten this guy, you have 3 choices: -If you are working on your Joker deck like I suggested, you might want to go back and beat 6 duelists 5 times in WC mode. You can get a pack which has a card called Command Knight, somewhat of a deity in most warroir decks. But its totally optional, I won't provide advice until later. -Continue on with the Storyline -Take a little detour from the storyline, worthwhile though. Either way, your going to be doing options 2+3 before you fully move onto the next world. You may have noticed this weird green gate appear in the top left hand corner of the screen, I would recommend going there first. This is the test to go onto the next world, defeating a moose 5 times. This guy is generally not as hard as the Vampire dude you just beat, but has one or two good decks. You only have to beat 3/5 of his decks, but because we want as many packs as possible, we're going to beat all 5. Here are my strategies for him: Green Guardian - Embust ... Open and Close (mask cards) What a joke! Spell and trap destruction is your friend here, its good for kicking the crap out of him. His monsters are a joke, so just keep his S/T field clean and you can easily beat this guy in 10 turns. Wiggling Beings (Insects) A little tougher than the previous fight, but still doable. The same thing as before, keep his S/T zone free, because he uses these to make all of your cards insects, and block them from attacking, while using Parasite Parasite to ruin your deck. His 4* and below monsters are quite easy to defeat, save for one. Chainsaw Insect has 2400 attack, and doesn't require any tributes to bring out, being the =1st strongest monset that reuires no sacrifice in the game. Ouch. On the upside, every time you battle it, or it battles you, you draw a card. Not what I'd call a fair trade, but still. If you have Dimensional Prison from the first few packs, you are going to reap the rewards here. Calm Spirits (Elemental Control) As easy as Mask. He uses Fire, Water, Wind and Earth cards to control your Fire, Water, Wind and Earth cards. The problem with this strategy is that the monsters he uses are pathetically weak (except the ones with 1850 attack, but their effects are harder to activate), and most are able to be one shotted. As he has control as long as his monster was flipped and not destroyed. Just put out something like Amazoness Paladin, and your laughing at houw weak this guy was. Ha ha ha ha ha ha ha ha. Ha. After beating these 3 decks, assuming you beat those 3 (you could have beaten the other 2 as well), you will be transported to World 2. Not much you can do here at the moment, so lets go back to world one to complete parts 2&3. Oh, and you might want to look at what is in the packs. You get some great cards for the deck here! Silent Memory (piss you off so so much) Wow, you will hate this deck so much. He uses Macro Cosmos, a card that will remove your cards from play, which at this point, does not power anything up or help. Now, later on the game, you'll be running a similar deck to him, so don't hate RFP decks. He uses many monsters with Strong attacks AND good effects, typically including the word "Monarch" in their name. These will completely destroy your Spell and Trap zone AND your monster Zone, but because of this Macro Cosmos, you won't be seeing them until you next duel. The best thing you can do here is get a damn good draw, and storm the field with strong monsters, so he can't even summon his Monarchs. And keep Macro Cosmos away. That thing will piss you off if your not careful. Silent Victory (Silent Swordsman/LV) This is the first time you will see a Level monster in the game. In this case, its Silent Swordsman. There are 3 phases to this, and each time criteria have to be met to advance to the next phase. It goes LV 2 > LV 4 > LV 6 (the LV = x*) or, in this case only, LV 4 (alot harder to bring out) > LV 6. Now, if he brings out LV 4 before LV 2, it is always set in DEF position, with 1600 DEF, which is petty easy to destroy for a stron 4* monster. LV 2 is just a joke, so just kill it as soon as it comes out so it can't bring out LV 4. You shouldn't let him get LV 6 out. If you do, your dead. Otherwise, you should have a good time killing this dude. Ahh, I bet you think "Alright, sod this world of Grace, I want to go and kick some Egyptian butt"! WRONG! We still have to do the sidequest. This wont take too long, unless you are unlucky. Look at the pack, and see if there is anything you like. You should notice, at some point, a white mage appearing. This is Princess Pikeru. You won't be dueling her, ever. All you have to do is give her a cute card, and a black magician called Curran shoudl appear eventually. Now, it can be a paint to judge what is cute and what is not, and having to give her 5 cards seems a bit of a rip off. What you can do is to give her ONE card she hates (the most famous example is Curran, but you won't have it at this point. Just give her a freaky Dark type card and she might hate it), and Curran will appear forever, without having to duel at least 5 times and giving away 5 cards to finish this event. Anyway, we're here to look at Curran: Ebon Magician Curran Deck: Pathetic attempt at Burning Counters: Strong Monsters Seriously, this is a joke after the Vampire dude and Silent Memory. A Burn deck is a deck which will chip off your LP by using S/T cards and monster effects. Most of these decks have a LLAB, Gravity Bind or Messenger of Peace in them, all of which restrict most monsters attacks. The thing about Curran is that she uses no restriction cards, and she has the weakest ways to chip off LP. You shouldn't face to many problems. Beating her 5 times unlocks the next pack, and yes, we ARE leaving this world! ====================== ||THE WORLD OF SUNLIGHT|| ====================== As we dig deeper into this world, its going to turn into another ruddy Egyptian cliché that Yu-Gi-Oh is based on. Now you can see 2 Duelists, a Pond and a Pyramid. We can't get into the Pyramid yet, so lets have a look at the other things. The pond is where you can go fishing. It costs about 200DP to play (I'm writing most of this from memory, so it may be more or less), and if you refuse to pay, you have to fight The Legendary Fisherman. The Legendary Fisherman Deck Type: Water Counters: S/T Removal Do you rember the Fury of the Deep (water) Stucture deck? He uses a similar concept. Just get rid of his ALO, and this guy will be a lot easier. If you have it, Heavy Storm is awesome in this fight. When fishing, you'll catch one of two things. A duelist or a water themed card. I've never got nothing, but I think it is possible. Mech Bass Deck Type: Water, slightly harder to beat than The Legendary Fisherman Counters: S/T removal This guy uses a water deck too, but he is much more brutal and switched on than The Legendary Fisherman. Just use several S/T removal cards, and be focused. This guy can turn the tables on you in an instant, so be careful. Beating either of these two duelists gets you nothing apart from DP, so I would just totally avoid the pond. There are two Dueslits around, and these are going to be our target. Once again we are going to beat them 5 times each. Warrior Lady of the Wasteland Deck Type: Warrior Protection Counters: Strong Attackers Her strategy is to get out Warrior monsters (mostly Earth), and power them up/ protect them with thigns like Command Knight. Just hit her hard and fast, and take out all of her support cards (mostly monsters). Be wary about destroying Warrior lady of the Wasteland itself, because you never know what she may summon with it. Also, Command Knight cannot be taken out if there is another face-up monster on the field or at all if another one is present If she has it, like I said I'm writing this mostly from memory). Kabazauls Deck Type: Dino/Bird Flu Counters: Removal by effect/Flu Jab ACHOOOOO!!!!!! Anyway, seriously, this guy can be a pain if he gets his good monsters out. Start off by making sure that you get rid of Jurassic world, because at this point in the game, 300 ATK can make all of the difference. Next get rid of cards such as Miracle Jurassic Egg And Hyper Hammerhead, stuff that might get in your way. If he gets his his 8* monsters out, use Dimensional Prison. He has seeral ways of getting these out, some of which involve S/T AND monsters, so you have to keep both clear. Afterwards, you'll see two thigns happen: A gold monument will appear in the top right corner, this is one of eight that will appear. Wat you have to do with these things is you have to summon a specific monster, but its not just any normal monster, it'll be something which requires about 3 complex steps to beat it. Exxod, the one in the dessert part of this world, is probably one of the easier ones to summon. Anyway, you'll also notice that a Sphinx has appeared by the Pyramids. He sets you a series of puzzles, and you must beat 3 of them. But, beating all 5 is the best way to obtain DP, so I'm giving you the solutions to all of them. Do them exactly as I tell you, or you will fail them. All of them must be beaten by the End Phase of this turn. Puzzle 1: 1. Use the Alien Infiltrator on your left's effect and move it over one space to the left. 2. Now use the Senet Switch cards on the field to move it all the way to the left space. 3. Activate Blasting Fuse. 4. Use Mystical Space Typhoon on his last trap (Mirror Force). 5. Using you remaining Alien Infiltrator, move him to the left using Senet Switch and his own ability. 6. Enter the Battle phase and attack his life points with Alien Infiltrator. Puzzle 2: 1. Summon Crystal Beat - Topaz Tiger. When you do, use Torrential Tribute. Use its ability to put it in the S/T zone. 2. Activate Crystal Blessing and use it on both Crystal Beast Sapphire Pegasus (Pegasii technically). 3. Activate Crystal Beacon selecting Crystal Beast Ruby Carbuncle. 4. Activate the effect of Carbuncle as it comes into play, selecting all of the Crystal Beasts in your S/T Zone. It is not mandatory to ativate either Pegasii's special ability. 5. Attack with all monsters. Puzzle 3: 1. Summon Blazewing Butterfly. 2. Use Super Double Summon to Gemini Summon Blazewing Butterfly. 3. Activate the effect of Blazewing Butterfly to summon Doom Shaman. 4. Activate the effect of Doom Shaman to summon Archfiend of Gilfer. 5. Enter the battle phase and have Gilfer attack Megacyber. Activate Gilfer's effect upon being sent to the Graveyard and use it on Blowback Dragon. 6. Attack Blowback Dragon with Doom Shaman. Puzzle 4: 1. Activate Natural Disaster. 2. Summon Cloudian - Cirrostratus. 3. Activate Cirrostratus' effect, destroying a Blue-Eyes White Dragon. 4. Activate Rain Storm, and destroy one of his S/T cards and a Blue-Eyes. 5. Activate the final Rain Storm, and destroy the last S/T. 6. Use Book of Moon on the Eye of the Typhoon, then flip it back up. 7. Switch to the Battle Phase, attacking with Typhoon and activating his effect. Then attack with Cirrostratus. 8. Activate Fog Control, sacrificing Typhoon and placing the counters on Cirrostratus. 9. Switch to Main Phase 2 and activate his effect, destroying the final monster. Puzzle 5: 1. Summon Alien Skull (do not Special Summon) 2. Activate "A" Cell Scatter Burst, sacrificing Alien Mother. Put one counter on Blue-Eyes Ultimate Dragon, One on Blue-Eyes White Dragon and the other 3 on ONLY ONE of the Armored Zombies. 3. Activate Brainwashing Beam, using it on Blue-Eyes Ultimate Dragon. 4. Activate Mist Body. Equip it on the Armored Zombie you put the counters on. 5. Switch to the Battle phase and attack the Armored Zombie you've put all of the counters on with all 3 monsters. 6. STAY IN THE BATTLE PHASE! Activate Interdimensional Warp: Take Blue Eyes White Dragon for any one of your monsters. 7. Attack the Armored Zombie with the counters on. Now, finally, enter the Pyramid. There will be duelists, and from time to time, chests. These chests will give you free cards most of the time, so its often worth having a look inside. Once in a while, you'll fight one of two monsters: Dark Mimic LV 1 OR Dark Mimic LV 3 Deck Type: Dark Mimic/LV Counters: Practically anything You'll see these guys later on in world four again, so its good to get some practice in. Remembr the Silent Swordsman Deck you dueled not so long ago? These guys use a similar theroy, but using a different card called "Dark Mimic". This is practically a harmless card, all it allows them to do is draw. Just simply destroy it,it has tiny defences, and attack. Think Elemental Hero Knopse level. Now, you should ALWAYS take the chest, because it is always worth it (You can get Gold Sarcophagus REALLY early, which is one of the best cards in the game. When the chests do not appear, you'll have nothing better to do than to duel. So, lets have a look. These guys will probably be a lot harder than the people you've been facing up to now, and you can expect some pretty long duels anf the losses coming in from tiem to time. Just be persistant, and eventually, you'll win. You have a choice of 3 opponents, and remember, beat them (painfully) 5 times! Gravekeeper's Commant Deck Type: Monster's with "Gravekeeper" in their name Counters: Removal by Effect This guy can give you some problems, because the Gravekeepers are actually quite good cards. They mostly have high defence, and good effects, such as returning monsters to your hand, sotrming more of them out, etc. But, most of them only work if "Necrovalley" is on the field. Necrovalley is a card that prevents most interaction with th Graveyard, and gives each GK 500 more ATK. So keep this card off the field, be ready to counter it with your own field cards and S/T removal. He uses several cards to get at his Necrovalley, from hand and deck, so be wary of them. Now, for the 1900 and 2000 DEF ones. Your more than likely too weak to cut through them if your not using the Alkana Knight Joker or any other 6*+ monster. I suggest just getting rid of them with Monster and Spell effects. When you have a clean field, go absolutely aggro on him, and cut as many LP from him as you can. Be prepared for 5 long battles. Don Zaloog Deck Type: Dark Scorpian Strategy: Balance your Defencive Walls and Attacking Monsters Well this guy is probably the easiest in the Pyramid. He uses the Dark Scorpain cards, an alternative Warrior deck. It is very possible to make a good deck with this, but he doesn't do it. None of them have particularly good stats (the max. you'll be seeing is 1800 - off his 2 strongest cards!(~'_'~)), so just pummel him. BUT, and there is a BIG but here, his mosnters have broken effects when they actually work. Seriously, if your careless, the worst case scenario is that you'll have 8 or so cards removed from your deck every turn, plus potentially some M/S/T removed. Its just reassuring to have the odd 2000 DEF monster in your deck, so I'd put them in as your last line of defence. But do remember, this is highly unlikely. Dark Dust Spirit Deck Type: Zomibe, Destruction by Effect Strategy: Subdue him Yup, subdue him. If he gets his Dark Dust Spirit out, your likely to be 100% screwed. Make sure you have a fresh supply of 4* monsters ready to take out his weaker Zombies. If your having Problems with Spirit Reaper, you may, unfortunately, have to sacrifice your Equip spell cards to get rid of it. For Vampire Lord, use something like Rush Recklessly to surprise him, don't get rid of him by effect because he will always come back, and if, somehow, he gets Vampire Genesis out, use Dimensional Prison. Just stop him from getting his Dark Dust Spirit out, otherwise its a clean 2000 points of damage at you if you haven't set any monsters on the field when he has it out. All I can say is bon chancé! Beating all 3 of them unlocks a new duelist, the Final one of the Pyramid. Spirit of the Pharoah Deck Type: Sarcophagus/Himself Counters: Basically everything Hats off to him for TRYING to make an ORIGINAL Zombie deck, unfortunately, its weak. He can only summon himself by making sure the 3 Sarcophaguses are on the Field, which takes 3 turns, and destroying 1 destroys all of them. Just take one of them out, and pick off his weaker remaining monsters. Most of them will be 2*, becaue of his effect. unfortunately, he wont be able to storm them, so you'll have lots of practically clean shots at his LP. Go outside to see a weird monster like thing. Go and help, and you'll be put into a duel with Sand Moth. Sand Moth Deck Type: Rock Counters: Basic Removal cards Fairly easy, not many good attacking cards (Except ONE Monarch, and it certainly isn't the best one), but a few annoying defencive cards. Just use some basic removal, and put some attackers in. Shouldn't cause too much trouble. You should have unlocked the underwater location by now. One of the Duelists down here is going to REALLY piss you off. If you want, you can beat him once, and beat the others 5 times, and get the next 2 packs, see what you like, come back and fight him. Now, by now, you'll probably be getting a bit fed up of Alkana Knight Joker. Thats fine. You can carry on with it if you want, but there are at least 3 other deck alternatives to this, so if you want to scrap it, you can as well. I'm not going to specifically reference 'a particular' deck from now on, so you might be contructing new ones regularly. 3 Duelists down here. Maiden of the Aqua Type: Weaker Water than your used to Counters: Quite a lot This deck is a lot weaker than your used to for the waters, so I'd just put in what you feel like. Make sure you can take out her actual Maiden of the Aqua's, because they can have up to 2200 DEF in the best possible situation, which is not fun. Abyss Solider Type: Broken Water deck Counters: Getting a good draw Seriously, I must have a ratio of 1 win for 2 losses to this guy. He WILL drive you insane. Be very careful when fighting him. His actual Abyss Soldier card has the ability to return ANY of your cards back to your hand, and when this is combined with its high attack, your in for lots of pain. All I can say is go first, get a good draw in, and place down LOTS, and I mean LOTS of removal, because as chances are, most of its going back to your hand. A small step you can take to beating this guy is to take out his ALO, but, while being worth it, it is no way as more significant as the othe rtimes you've taken it out. Sea Serpent Warrior of Darkness Type: Water. DUUUUUURRRRRRRRRRRRR Counters: S/T removal A slightly different approach to a Water deck you probably havent seen yet. He will use ALO yet again, but this time, a card called Tornado Wall. If you've played any Yu-Gi-Oh games previously, you'll know its very possible to spam this card so much. It stops you doing any Battle Damage to his LP, but so long as ALO is still on the field. I THINK this guy uses Field Barrier, which means you will have to go through one more barrier to destroy it. But if you can destroy either ALO of Tornado Wall itself, you should be fine. In the mean time, you can still destroy his monsters, so just get on with that while you wait. If you do beat them all 5 times, you should get a new pack (check for anything you like the looks of), and a stone monument. Ignore the Monument for now, we're going to do all of them post game. one more duelist should appear... Otohime Deck Type: Spirit + Storming Countering: Destroy her Mausoleam of the Emperor and stop her Special Summoning Meh, she shouldn't be too much trouble. Giant Germ and Nimble Momonga are nothing more than slighly annoying at this point. Mausoleum of the Emperor will mean she can pay 1000 LP to summon a 5* or 6* monster without a tribute, or 2000LP to summon a 7*+ monster with no tributes, but not 1000 LPto summon a 7/8* monster with 1 tribute, etc. While this can rack up damage pretty fast on her part to her, it means your going to be seeing lots of monsters with high attack and really nasty effects. Only let her do this if your at really high LP (when your about 3k+ higher than her), because your going to be saying goodbye to lots of your monsters and yoru hand. Fortunately, these monsters (denoted as "Spirits", return to the owners hand on the turn that they are summoned. So, just damage her a bit, let her do most of the rest of it, and then finish her off when she is too weak to use her Mausoleum. After beating Otohime, you should unlock a similar gate as the one in the last world. As with the last one, 3/5 is all that is required...and this time that is what we are going to settle for! This is the only time where I give you permission to come back later and finish it, because 2 of the challenges are likely too hard for most decks now. There are 5 challenges. These are: No more than 40 cards in a deck, Only Monsters, Only Spells, 3 of each card in a deck (meaning minimum of 42) and Start with 2000 LP each. We aren't going to do the 3 of a kind and either only monsters OR no spells. I'm going to give all 5 strategies here anyway, so just refer back to this part of the guide when you feel your ready. I'm not going to explicitly tell you come back and defeat this guy, so you may want to write down to defeat him later. Shell Guardian - Savan... 2000 LP Challenge Deck Type: Burn Counters: Hitting hard and fast Pretty easy compared to the fights with the guys in the Pyramid and Abyss Soldier. If you have them, activate 2 Tremenoud fires, and oh, whats this, YOU WIN! Seriously, if you have some burn spell cards (Restructor Revolution, Ookazi, Soblin Theif, Final Flame, Chain Destruction (trap), Tremendous Fire, Wave Motion Cannon to name but a few), pack them in, and if you can do 2000LP on the first turn, you win. Otherwise, you should try and go second, and from there, just proceed to wipe him out. He will, rather annoyingly, sometimes burn you first, causing a loss, OR gain loads of LP in a turn, causing you more delays. Shouldnt be too much of a problem. No more than 40 cards in a deck Challenge Deck Type: Thunder Counters: Anything, really. This is the first and one of the very few time in which you'll be seeing Thunder monsters. Seeing as how most people use 40 card decks anyway, just use your normal strategy. One monster of note is Zabord, the Thunder MOnarch (2400 ATK), which requires 1 sacrifices and when summoned, as a one off, destroy any monster on the field. This guy can be a bit annoying, but you should have Dimensional Prison by now, so just use that. Only Monsters Challenge Deck Type: Beatdown Counters: Stop him attacking, if you can This guy is fairly hard, because even later on in the game, you won't have access to some of the cards he has, such as Cyber Dragon, found in one of the very last packs. OK...so, this deck is probably a bit better constructed than the previous decks you've face, I suggest, if you can, use monsters such as Marshmallon (if you have it) to stop him attacking, or remove them by monster effect. If you have your hands on a Monarch cards, now would be a very good time to use it! Otherwise, all I can say is good luck. Pack it full of 4* 1900 ATK monsters, without bad effects, and the 5* or 6* monsters with 2300+ ATK are really going to help here. No Spells Deck Type: Trap Counters: Monsters This guy is probably the easier one of the two, because his deck focuses around using Traps, the next best thing to spells. Now, while he does pack some monster removal, he doesn't pack as much as he needs, so instead, he fills it with some Trap removal. My solution? Use the same deck you used to beat his Beatdown deck, and just take out some of the weaker monsters, and put in...maybe one or two traps, but not many. Things like Fairy Box (if you have it), Mirror Force, and Dimensional Prison. 3 of Each Card Deck Type: Beatdown Counters: Mass Removal OK, so, I'm assuming you leaving this guy out for now because you don't have that many triples of good cards, so I suggest coming back to him. Well, we have yet another ORIGINAL deck here, a Beatdown! Now you have access to S/T cards, use them to your advantage. Obviously, you can't use anything on the Forbidden/Limited/Semi-Limited list, which can be a pain. I suggest using thins like Gene-Warped Warwolf, Dimensional Prison, Frostosaurus, Zaborg and Mobius the Thunder and Water Monarch's repectivly, Dimension Wall, etc. You get the gist. OK, so, you can either follow my guide as we're going, or you can go back to WC. I don't recommend it personally, so lets go on to... ========================== ||THE WORLD OF CIVILISATION|| ========================== Well, I don't really get the name, this place is full of FIRE! So, like normal, you'll see a load of duelists hanging around, a Volcano and a metal bit. We dont have the ability to go to anything in the metal bit apart from 2 duelists right now, or inside the Volcano, so lets have a look around the landscape. On top of the Volcano, occasionally, an Ogre like creature should appear. He has a problem with some sort of fire related card, and needs you to put it out. For doing that, you can get some REALLY good cards. Any card with a Fire type Attribute (the little circle in the top right hand corner of a card) can be given here. Testalsos, The Fire Monarch, Blazing Inpachi, Soul of Gaia, Infernal Flame Emperor and Solar Flare Dragon are just some of the best cards you can get here. If you like the cards he is offering, duel him. If not, just entering and exit the World selection menu. He should change his card every time you do this (you'll run into a similar thing a bit later on). There is also a little girl wandering from time to time. She will ask you to give her some healing cards. Keep track of how many LP are healed when the card is activated, becuse when it hits 4000LP, she'll give you The Unhappy Girl (this can be used well if you can negate Battle damage) and the Unhappy Maiden (not worth it). After she leaves, you won't see her again in the Duel World, so lets take on some duelists. Stronhold, the Moving Fortress Deck Type: Machine, particularly gadgets Counters: Negation The deck ethos itself isn't a particularly good one, its using the same theory as the Machines Re-Volt structure deck. However, he has a fair whack of removal and likes to remove from play, so just make sure you can negate those cards (they are mainly S/T cards, but there are some monsters added into the bargain). Great Angus Deck Type: Fiery Burn Counters: Water and ALO Its similar to the BFire Structure deck you used on Amazoness Paladin in the World of Grace. If your not that familiar with it, then I suggest going back to world one and dueling with it. Any water deck using ALO should be able to counter this very easily. Fox Fire Deck Type: Fire Counters: ALO Use the same strategy as the one above. Can be a bit more of a challenge than the previous one. Luster Dragon Deck Type: Dragon Counters: Anti-Dragon Cards There are enough cards out there that do not favour the dragons. Dragon Capture Jar is one of them, and you might have it by now. Otherwise, he mainly uses Wind attribute Dragons, so if you have anything that doesn't particularly favout the Wind Attribute, then I would suggest using it now. After we have beaten these guys 5 times, we need to go back to the World of Grace. Oh, and when your there, once again, ignore the monument. You should see a black fiend thing here. Approach the creature, and I can't remember if you have to duel it or not (I think you do), so I can't offer any help there - Sorry! Anyway, after that, go to world 2, to find its brother (?) Ojama Green in the Pyramid. Ojama Green Deck Type: Stall Counters: Burn By now, you should have enough cards to create a moderately powerful burn deck. If you use the standard beatdown, you'll often have to rely on decking him out before he damages you, because of cards like LLAB, forcing you not to attack. Most burn cards are worth it, but use common sense, don't go in and use things like Sparks and Restructor Revolution (if he has very few cards in his hand). Proceed back to world 3 to find the third brother, Ojama Yellow. This time, it is being beaten up by yet another monster, Barrel Dragon. You have to approach it and offer to help it. Barrel Dragon Deck Type: Machines/Luck Counters: Anything with good attack This guy relies too heavily on luck. If he gets even one bad coin flip or one bad dice roll, it can spell a free attack for you. You shouldn't have any problems beating this guy if you pack some high ATK low level monsters, unless, somehow, he gets "lucky". Although, be sure to get rid of Dice re-roll and second Coin Toss, because these will give him another chance if he misses the first time. Very annoying if he then gets it. There is a new building that has appeared on the map! This gives us access to the metal bit of the map. You find out it is a dueling facility built by the mad scientist, Kozaky. He uses the 3 Inpachi's to try and phaze you. This should not take too long. Inpachi Deck Type: I honestly don't know Counters: Anything This guy summoned ONE monster in my fight with him, and I didn't see anything decisive in the way of S/T cards, so honestly, unless he actually DUELS you instead of making you wait, just attack him directly, for the win. Shouldn't be too much trouble. Blazing Inpachi Deck Type: Storming out any monster Counters: S/T removal This guy uses what are known as "Trap Monsters". These are Trap cards that you will come across fairly often that, when activated, take up a monster card zone. The 3 main ones you will find are Embodiment of Apophis (sp?), Skull Zoma and Metal Reflect Slime, each with a diffeent merit. He also uses the Mausoleum again, so if you let him burn a few thousand LP on monsters from that, you should be able to one shot him in the end. Woodborg Inpachi Deck Type: Fire Counters: ALO Its a fire deck. You've fought 3 of them in the last 6 duels. Use your head! Now, Kozaky sees you as strong (for defeating an enemy that doesn't move, one that is easily beaten by one card and one you've seen 3 times before), so he asks you to run an errand. Say yes. He wants you to retrieve a rare card from inside the cave for him. This card is Limiter Removal. You won't get much of a chance to use it, even though its rare, so son't worry about putting it in your deck when you get it. Enter the cave. We have an event here as well. There is a guy who will forge you a card (forgery? Hmm...). You can get some really good cards off this guy (United we Stand and Mage Power being just 2), but they are all Equip Spells. He will ask you to pay him a very small amount of DP, which you almost always should, unless its a crap card. If you choose not to, you will have to face him. Iron Blacksmith Koitetsu (can't remember his last name) Deck Type: Equip Spells Counters: Spell removal Shouldn't be too hard for you to beat, just keep his spells at bay and you should be fine. Anyway, 3 duelists here, one more is going to appear at Kozaky's place. Volcanic Slicer Deck Type: Volcanic Counters: S/T removal His guy uses some Volcanic cards, a series of cards which will inflict effect damage on you at the cost of not having your BP this turn. Just take out his S/T cards, and from there, pummel his monsters. Try not to destroy his deck or hand if you can avoid it, because he has a few monsters who's effects activate from the hand/deck. His strongest 4* monster has 1800 ATK, so just keep that one away and your almost guarenteed the win. Blazewing Butterfly Deck Type: Pseudo-Gemini/Beatdown Counters: Strong, low level monsters. This is kind of a two for one deal, uses some Gemini cards and some beatdowns. Beatdowns you've seen many times before, so you know what to do. Chances are, if you don't play the real life game, you won't have head of the Gemini cards. Basically, they are cards that need to be normal summoned twice to get their effects to activate. Blazewing Butterfly itself is a Gemini monster. Just destroy them on the turn they are summoned for the first time on, and you should be fine. Spirit of the Six Samurai Deck Type: Six samurai Counters: Almost anything Six Samurai cards are a series of monsters with very good interlocking effects, but they require at least one other of their kind with a different name. The way to make sure you keep this guy under control is to make sure he has no more than one monster with a "Six Samurai" in their name on the field at any one time which means he cannot acrivate their effects. After defeating Spirit, you will get Limiter Removal, the card Kozaky wants. Give it to him, and once again, you find he is in trouble. Giga Gagagigo Deck Type: Standard Warroir Counters: Anti-Warrior cards This guy uses pretty much the same Warrior monsters you've seen all game. Just do to him what you've done to the rest of the Warrior duelists and you should be fine. Anyway, after this, Kozaky will show you the gate. Now, this is a slightly different challenge than yoru used to. There are only 3 possible duels this time, and you have to beat them all. However, you start at 10,000 LP, and you have to beat them one after the other, without changing the deck. Also, the amount of LP you end up with will be the amount of LP you will start with in the next duel. He uses a Stall/Return deck, Destiny Hero deck and a Zombie deck. You need to mix your deck up a bit, but this shouldn't be too hard. The best thing is to just blast through him wth strong offence. Speed Guardian - Ferrario Deck Type: Stall/Return Counters: Strong offence He tries to stall you out, and return monsters to your hand. Just blast him as hard and as quickly as possible, and you should be fine. You may want to put some S/T removal in, to get rid of his "Begone, Knave!". This card will cripple your attacking forces by sending them back to your hand every time they do some damage. Just be careful. Deck Type: Destiny Hero Diamond Dude/Spell Counters: Strong Offence This time, he will use Destiny Hero Diamond Dude to try and use Spell cards without the costs, by dumping them in the GY. However, Diamond Dude is a very weak card, and if you can get rid of that, you should have no problems beating this guy. Deck Type: Zombie Counters: Strong Offence The Zombie deck is pretty much the same thing you've seen before. As you've more than likely been using a strong offence deck up to now and you can't change it, you might as well blast through his Zombies. You may/may not be weak on LP by now, and if you are, just be careful not to get careless and lose now. Anyway, seeing as we won't have to come back to this guy, lets go onto world 4. ====================== ||THE WORLD OF DARKNESS|| ====================== This world isquite itneresting. A new feature to the Yugioh series is Tag Duels, where you have a partner and you VS 2 other opponents at a time. Anyway, before you even have a chance to explore this world, you are forced into a tag duel. Player + Neo-Spacian Dark Panther VS Mystical Beast Cerebus + Darkblaze Dragon Your deck + Neo Spacian's VS Beatdown + Beatdown Counters: Luck Well, your going to find this world difficult. Your partners are VERY stuipd, and can make some of the worst decisions ever. I don't know how I won this first duel, but I just did. Good luck to you. Change your partner IMMEDIATELY after this, unless you somehow unlock and build a decent deck of the Neo-Spacian Cards. As we haven't been stopping to beat duelists in WC, you won't have it unless you decided thats what you want to do. Anyway, it doesnt matter weather you win or lose, thats just how your more than likely going to fare in this world. You can unlock more Tag Partners. Simply beat any duelist 10 times to unlock them as a partner, both in Duel World and WC mode. If you can, you may want ot beat someone good like Abyss Soldier, construct a deck very similar to theirs, and use them. That will make it a bit easier. Anyway, you have the chest thing again that you had in World 2. Just do the same thing again. Also, occasionally, a weird looking creature will appear in the bottom right hand corner. This is Nurse Reficule, the Fallen one. She will, for a small fee, give you some plastic surgery, and chnge your face. Save before you use her sertivces, as it will more often than not go wrong, and not be changeable until she comes back. She comes once in a blue moon, so be prepared for a long wait to see her. You may never even see her, if your unlucky. Anyway, lets go and pick on some duelists. After you have beaten these ones, an event will happen with a castle. You have two choices: You can go and talk to the fat guy who is all on his own, or you can beat the others first. We will go and talk to the fat guy who is all on his own first. At this point, you will have to Ante another card, but this time, it must have the name "Dark World" in it. Unfortunately, you only have access to "Dark World Lightning" at this point, so your hands are pretty much tied as to what you have to wager. You may have other Dark World cards, but the requirements to get them are very steep at this point as you more than likely won;t have unlocked tournament LV 2 or hae a decent deck to beat it with. Anyway... You will fight 3 times. These are: 1) Zure, Knight of Dark World + Kahkii, Guerilla of Dark World -Pretty Standard, not much to it. 2) Sillva, Warlord of Dark World + Goldd, Wu-Lord of Dark World -Slightly Improved with other cards. 3) Reign-Beaux, Overlord of Dark World + Brron, Mad King of Dark World -Very much so improved with cards that will seriously hurt you. Each deck is a dark world deck, but each time, the difficulty increases. They rely on discarding themselves to the GY to either speical summon themselves or draw (a) card(s), and if YOU discard them, their effects get even nastier, with your hand going, your monsters and S/T zone being emptied, and other effects. Just don't destroy their hand, and, Necrovalley works wonders here. I mention that in a few duels time, so skip forward if you want to know about that. After the third time, go and beat all of the duelists for this casttle to appear on the map. Goe Goe the Gallant Ninja + Ninja Lady Yae Deck Type: Ninjas, emphasis on Wind cards as well Counters: ALO Fairly easy, but as you wont be used to this yet, you may loose the first attempt. Both duelists use the Ninja deck, so they work in tandem. Most of the Ninjas are Wind monsters, so their decks also use other Wind cards. The way to beat them is to keep a good supply of Field Spells on your side of the field that will help you. I recommend ALO, simply because you can create some good strategies with it. Field Barrier is a good back up for this fight. Also, if you don't have access to anything that will help you in the long run, use something that can hinder them, such as the "A" cards (unlocked in this world) an example, there are much better cards than "A"). Its fairly easy, but just remember, you go once every FOUR turns now instead of two, so give your ally something they can use. Mythical Beast Cerberus + Darkblaze Dragon Deck Type: Dumping in the GY and Reviving Counters: Kycoo, the Ghost Destroyer By now, you should have 100 duels easily under your belt, unlocking the Extreme Wisdom Pack. Using Kycoo, they will be able to dump their cards in the GY, but not special summon them, giving you pretty much a clear field. One card to watch out for is Decoy Dragon. If you cannot stop them special summoning to the field, Decoy Dragon is a very good way for you to be seeing LV 8 monsters, so just watch out. Use removal by effect for this guy. If you want some back up, I suggest using cards like Jowgen, the Spiritualist (negates all special summoned monsters and has the ability to destroy all of the current ones on the field) and Necrovalley (your opponent cannot summon OUTSIDE of the GY, any effects activated by a card in the GY are still activated). Vanity's Ruler + Vanitiy's Fiend Deck Type: Storm Counters: Stall or Monsters that cannot be destroyed by battle Rather annoyingly, the only monster you can use that cannot be destroyed by battle at this point is Marshmallon, and that requires you to use Free Duel. If you have it, great, if not, use stalling cards. They use stuff like Gellenduo to have monsters that stay out, and Ultimate Offering to summon lots of monsters at the same time, notably the cards with their names in. They don't have any drastic effects, so you probably should just stall them/try to overpower them. Gellenduo can be destroyed early when any damage is inflicted on their LP, so use something like Ookazi or Bowgainian (sp?) for this. By now, a castle should have popped up. If not, I suggest dueling everyone else at least once more. Take a look, to find 2 fairly easy duels: Gogiga Gagagigo + Mobius the Frost Monarch Deck Types: ALO Counters: S/T removal You've seen ALO decks throughout the game, you should be fairly confident about beating the now. If you don't have an effective Water deck counter yet, ask on the boards OR make one yourself and test it on slightly weaker aquatic duelists, eg. Maiden of the Aqua. The best thing to do is to stop them using ALO, because it will power their monsters up and allow some to summon without tribute. Other than that, this battl shouldn't be anything out of the ordinary. This should be the last ALO duel in Duel World, ou'll be pleased to know, FYI. And another... Vampire Lady + Vampire Lord Deck Type: Zombie Counters: Anything...really Pretty simple Zombie deck. This isn't too dissimilar to the deck that you faced with Curse of Vampire back all that time ago in the World of Grace. But you have many more cards now, so this shouldn't be a tought fight. Use what you want to. Just don't use something awful! And now...we can fly into SPACE! Yippee for all readers ages 11 and under. We have one more non duelist here, who looks like a UFO. He will give you a guessing game. You have to guess correctly which one of his 4 symbols that he is thinking of. As far as I am aware, you can either make him very happy for understanding him, and get a rare card, happy to get a commoner card, or angry and get no card. The kind of cards you get will all be associated with UFOs, machines, etc., so if your looking to put together a Chimera Overtech Dragon (COUGHCHEAPCHEAPCHEAPCOUGH), then you will get a fairly good start here. Anyway, we have 3 more pairs to face and then the Door will open. This is a fairly short world, arguably the shortest if you play your cards right (bad joke, I know). Alien Hypno + Lich Lord, King of the Underworld Deck Types: Aliens + Dark types/Zombies/bit of burn Counters: Anything Probably the easiest duelists in this world, they do NOT in any way use a deck that helps one another (except Lich Lord himself, but thats one card in two decks). There are 4 themes running around here, 3 of them being in Lich's deck, so they often won't draw the card that they need. Anything is a good counter, Beatdown, Removal, Stall or Burn, whatever floats your boat. Satellite Cannon + Metal Shooter Deck Type: Machine Counters@ Beatdown I've tried to avoid Beatdown as much as possible up until now, but it is the best counter for this lot. These guys are a big step up from the last two, having decks that actually can work, but by no means are they good. Beatdown is just the quickest way, but feel free to use some burn cards. Harpie Queen + Harpie Girl (lol) Deck Type: Piss the crap out of you/Wind Counters: Luck? Wow, I lost to these guys about 6 times before I beat them 5 times. Easily the best duelists here, they rely on Wind cards, and use them to their strongest potential. Just think like dueling someone 7x better than Sonic Shooter. S/T removal is the biggest thing you can do here, followed by Removal by efect and then to take advantage of the attribute. Try playing Slate Warrior, it works wonders even without its Flip boost (which, btw, you should never try outside of a stall deck). Other cards include: The Harpies 1, 2 and 3, but be careful with HL #1, as her effects also help the opponent, Raiza the Storm Moncarch and Rising Air Current (if you have it, it requires going to WC mode). And, at short last, the door does not finally appear. Instead, two "A" monsters appear, and you must fight them for the door to appear. Make sure your deck is damn good and can support/match your opponents every move, because in this duel, the computer fights using your deck as well as theirs, and you get no choice in making the moves. A message to Konami: MAKE THE DAMN AI BETTER PLZ! If your opponent loses for you, just keep trying to win, and the door will appear. Not much else I can say here. Oh yes, about the guardians. Its as simple as it can get, you must beat them 3/5 times, not catches (excpet the Tag Duel part), just like it was in The World of Grace. Beat all 5 of them, just for the hell of it really. Underworld Guardian - Moley + Dark World Guardian - Gigori Deck Type: Spell/Trap Deck Counters: Jinzo + Spell Negation They try to destroy your monstrs before you can summon them, but if you do summon them, they then try and take control of them. My best advice here is to use Jinzo, who will negate all Trap cards (both yours and your opponents btw) and something like Curse of Darkness, which inflicts 1000 points of damage to you or your opponent whenever you or your opponent uses a spell card, but it doesn't negate them. I don't think you have many reliable spell counters at this point, so I suggest just using the basics like Magic Jammer. Many people may think that Goblin out of the Frying Pan is a useless cards, but it does have its uses. For example, if your opponent must pay something to activate the cards, such as LP of sacrificing monsters, then with Goblin, you can make them pay the cost, BUT, they don't get the effect. Next turn, they pay the cost AGAIN, but still get the effect, OR you can activate Goblin. If you manage to use Goblin 3 consecutive times, then your opponent may end up paying quadruple what they intended...handy indeed. Especially good at countering Final Countdown, if your having problems with that card. Deck Type: Dark World Counters: The deck you used for the other DW duelists You've faced about 3 or so DW decks before this, so by then, you should have figured out a reliable strategy. Shouldn't be too hard. Deck Type: Controlling and Stalling Counters: M/S/T removal A much harder version of the previous S/T deck you faced. Jinzo isn't as likely to work here, as they don't use as many Trap cards. They try to force you to draw your deck, and when you reach 0 cards, you lose the duel. Other than that, they try to Stall the duel with high DEF monsters, and other spell cards. If you can remove by effect, they don't have any real strategy after that, so you can get a clean shot. The next two decks are practically the same: Deck Type: Fiend Beatdown Counters: Stalling/Spell Removal Deck Type: Beatdown Counters: Stalling There are 2 beatdowns used by these guys, one of them relies on Fiends, the other on higher ATK monsters, fiend or not. Strong favourites are things like Goblin Attack force and Chainsaw Insect. Stalling for this is a good idea, burning away slowly at his LP. For the fiend deck, its just weaker monsters but better equip cards, so just remove them, stall and burn. Onto the next world, the last World of the main storyline! =================== ||THE WORLD OF ORDER|| =================== Lots and lots and LOTS of Light-type duelists here. Faries are also quite prominent, so I suggest builing something that can take advantage of TSITS (if you cannot remember what that is, scroll to the front of the guide to my list of abbreviations that I use). Good packs to star buying for this are: Never Setting Sun, Bloodline Destiny and Inherited Magic (recommended for Spell Absorption, and it won't take too long to unlock in WC mode). Some events to deal with first. If you have a Blue Eyes White Dragon card in your deck, Kaibaman will show up. Basically, he tries to prove he is the superior BEWD user, and challenges you to a duel. As far as I am aware, he doesn't give you anything for beating him (but then again, I cannot be bothered to use BEWD because its not that great a card). I would just skip him. The other thing you will notice is a glowing person in the bottom right hand corner of the touch screen. This is the Soul of Purity and Light. If you remember back in the World of Civilisation, where you got to duel Moleten Behemoth for Fire Type cards? Well, this guy is the same priciple but this time it is for Light cards. There are many more Light type cards than Fire type, so don't be surprised if your often going in and out of the menu to try and get the card you like. Sould of Purity and Light Deck Type: Beatdown and Monarchs Counters: Skill Drain In the recent pack of Darkness Removed, there is a card called Skill Drain, which will negate ALL monsters effects. Anyway, this guy uses the annoying Monarch's (with a particular focus on Zaborg because it is a Light type), but Skill Drain will negate the effects. After that, its a simple matter of destroying them with your monsters. Chainsaw Insect has just been unlocked in Bloodline Destiny, a 2400 ATK **** monster, which has its negative effect overriden. Goblin Attack Force, Elite Goblin Attack Force and Toon GAF also have their effects overriden. Just power them up with some equip spells and your almost guarenteed the victory. After thar, its just a simple thing of defeating duelists 5 times each and progressing in waves. Thunder Nyan Nyan Deck Type: Gurly Gerl Counters: Not getting horny (not too difficult if your playing the censored versions...) For some reason, they decided to include a character who uses pretty much an all female deck. If you can control your hormones, you shouldn't have much trouble taking on the pseudo-beatdown. Watch out for Inection Fairy Lily because it can increase its attack by 3000 if she has at least 2000 LP. You have been warned. Absorbing Kid from the Sky Deck Type: Fairy Counters: Bad Reaction to Simochi If anyone ever wondered what would happen if Pit ate some pies, here is the result. He may be hungry, but he definately gets more than his Fair Share of LP in battle. Bad reaction to Simochi is a card you'll see early on and it stops the opponent gaining LP - rather reducing them by the same amount. Use that and keep his Sanctuaries away and you should have no problem defeating him. After that, another duelist will appear, blocking your way. You need to make a fairy type deck to beat him, with no other monsters but as many S/T cards as you like. As you probably have many options open to you about your deck situation, I'll leave you to decide if you want to go the all Spell/Trap route (Chain Burn is quite good but you won't have 100% of the cards for it at this point), or the Fairy Route. Layard the Liberator Deck Type: Fairy Counters: Bad Reaction to Simochi Almost the same duel as the previous guy, just that you have to duel with the monsters you don't probably like. Just use the same strategy, and you should have no problem beating him. Afterwards, the gates will open (dun-dun-dun-DUUHHHNNNNNN) and you'll get to fight some more fairies. Freya, Spirit of Victory Deck Type: Aggressive Fairy Counters: Stall/Monster Removal Probably one of the harder decks you'll face up here in the clouds, she uses the faires with much more offence here. Shinato, King of a Higher Plain is a really annoying card with 3300 ATK that will inflict damage if your in attack or in defence. I suggest monster removal to get rid of him, and stalling against the rest (and burning, as well). Royal Knight Deck Type: Warrior Counters: Anti warrior cards? The only duelist on the cloud who uses a sole Warrior type deck. He isn't too hard. If you used the Alkana Knight Joker deck, you should know the ins and the outs of using Warriors poignantly, so you surely can counter this guy. After beating these people, go back and talk (not duel) Thunder Nyan Nyan and The Diabetic...I mean Absorbing Kid from the Sky. They will both mention a weird cloud. Inside this weird cloud (you cannot miss the entrance), you will most likely be set a couple of challenges. If you lose/win/re-enter or whatever enough times, you should just be able to duel them normally. Anyway, you have to beat all of the regs first to then be set one of the more annoying challenges of the game. Dancing Fairy (start with 1000 LP each) Deck Type: LP Gain Counters: Not laughing so hard that your DS runs out of battery/Burn I pissed myself when I saw what the challenge was...HA. Anyway, if you go first, your pretty much guarenteed to win if you pack your deck with Ookazis, Final Flames, Restructor Revolutions, Tremendous Fires, etc., otherwise, she can either kil herself on turn 1 or she can increase her LP to like 4000. Once again, she is NOT difficult. If you don't have to face her starting at 1000 LP for some reason, just use Bad Reaction. That card is really going to help you in this world if you didn't know already. Shame that Nurse Reficule isn't an in game card... Mokey Mokey (must use an 80 card deck) Deck Type: Very very Questionable...mainly Thinning Counters: Beatdowns/Whatever you think you can put in an 80 card deck 80 card decks are not recommended outside of this duel...because you will never draw the damn cards. But, he just destroys his deck, so it shouldn't be too hard to destroy him, 80 cards or not. Senju of the Thousand Hands (No challenge) Deck Type: Ritual Counters: Anti - Spell Device and other cards that block his rituals We all know that Ritual card need spell to be summoned. No Spell, no monster. If you block that, the biggest threat is Sonic Bird with a huge 1400 attack. Not difficult. After beating these guys, go back and talk to Senju. He's managed to find something useful for you in the last 5 seconds inside a poison cloud, but he wants to be a jerk and make sure your damn good at dueling. Senju of the Thousand Hands (Win in 5 turns) Deck Type: No change as before Counters: Get VERY lucky Normally when you win in 5 turns, it just comes from you getting a good draw and your opponent getting a poor. Because you onyl have around 65% of the packs unlocked by now, you don't have too many options available to you with Exodia. Just draw a damn good hand nd use it how you see fit. Editors note: If you play a Cannon Soldier and attach United We Stand to it, and use a Scapegoat the next turn (this is turn 3), your attack on CE will be 5400. If you can get a direct attack, and then sacrifice the rest of your monsters for a further 2500 points of damage, you will have dealt 7900 points of damage, and the slightest thing will kill him off. Anymore tips, send 'em my way. After this, you will recieve a Nova Summoner card. You won't be using it, but don't worry, you'll either have some or you'll be getting them soon... GO back up to the surface. Here, you will see a building and two duelists. The weird Marshmallow like thing ironically called Marshmallon will present you with a few challenged, but still beat it anyway. Guardian Angel Joan Deck Type: Fairy Counters: Just do what you've been doing She's not too hard, albeit she is a lot more strategical than the last couple of duelists. JUst keep going the way you have been and you will be OK. Marshmallon Deck Type: Beatdown with Light Types Counters: Stall This is the first time you've seen a non fairy/LP gain deck in this world. He uses high attack monsters and two cards that will annoy you. The first one is himself who cannot be destroyed by battle and can deal 1000 LP damage if attacked face down. The second one is Shinato, a ritual monster with 3300 attack that deals damage even if your in defence. If you've played any previous games and/or watch the anime, you will be familiar with this guy. I would seriously recommend putting in a hell of a lot of monster removal for this guy, otherwise you may find him defeating you again and again. Gravity Bind, I might add, works well here. We can now enter the building, which is a law court. Apparently, you stole this card, and apparently, law sucks in th duel world because the innocent are good duelists... Voltanis the Adjucator Deck Type: Fairy/Light Beatdowns Counters: What you used for all of the fairy decks... Umm...there isn't too much to say about this guy. Win or lose, it won't affect the duel world, however, if you lose, you will not unlock two different duelists in duel world (I don't think it matters hugely if you don't unlock them). All I can say is just do your best...it doesn't matter if you lose, unless your a perfectionist. Anyway, you get judged innocent either way. Go outside, and there will be a new duelist for you to take on. His challenge is that you have to deal 8000 LP damage in a single turn. This may sound daunting, but remember, there are other ways to deal damage than just having your supply of monsters thrash out. Harvest Angel of Wisdom Deck Type: Fairy/LP Gain Counters: See below I can think of at least 5 or so ways of dealing 8000 LP damage to this guy. Try these strategies if your having a lot of trouble: 1. Use Wave Motion Cannon. You can sit it out for 8 turns if you have one on the field, 4 turns if you have 2 and 3 turns if you place 3 on the field simultaneously. 2. Use Equip spell cards. United we stand + Scapegoat = +4000 ATK. If you use Mage Power, you can also use a helpful field spell, because even though the field card zone is to the side a bit, it still counts as a spell card. 3. Use special effect monsters. By this, I mean a monster that can attack twice per Battle Phase or one that has the ability to attack directly, eg Mataza the Zapper for the former and Servent of Catablosim for the latter. These are best combined with the strategy #2. 4. Use luck based cards. Luck based cards are probably the most risky and least worth it strategy, but it you can pull it off you can easily win within < 1 min of the duel starting. Your options are limited with this however, due the fact I havent picked up this game in ages and can only remember one or two cards that damage by luck *misses Dice Jar*. 5. Use a chain based deck. If you press and hold the A button when you activate/summon a card, change phases or just about any other time, you will either be told that you can check the field or chain, depending on your situation. Most of the time, you can chain regardless if the CPU thinks its the right timing. Anyway, some cards increase in Potency the more you chain. An example of a 5 card chain dealing damage would be : Tremendous Fire > Poison of the Old Man > Secret Barrel > Accumulated Fortune > Chain strike. Total = 3800 + however many cards you opponent has on their side of the field/hand + 2 cards drawn for yourself. There are hundreds of cards that can be put in slot one, and there are a few other chain cards, so use whatever helps you. Anyway, back to the duelist. Once you have dealt your damage, I would expect him to have anywhere between 0 and 4000 LP. At this point, its nothing new to see an LP gain deck, so just use the simple rule of finish him quickly. The final part of the map will open up, which reveals itself to be a massive crystal tower. This is the final bit of this world, and here, you will be set 5 challenges. Go over to our little Ace of Spades the Alkana Knight Joker who guards the foot of the tower and accept his challenge. Alkana Knight Joker Challenge: Activate 10 spells Deck Type: Playing card Warrior Counters: Stop him fusing You will be very familiar with the type of decks if you've been using the Alkana Knight Joker deck, even if it was only for a little while at the beginning. If you havent, you still won't find this difficult anyway. Basically, he has to fuse Jacks, Kings and Queens Knight together, who, for their respective *'s, have poor attack and defence to bring out himself, and he is an absolute beast. Essentially, just pack some good spell cards in your deck, its not too hard. Swords of Revealing Light, Sealed Gold Coffer, Heavy Storm, that sort of stuff. Then focus on killing his pathetic monsters at this point. Et voila, c'est assez facile, non? Ascend the tower up a bit more to find the End of Anubis. This tine, it will be a little bit harder. The End of Anubis Challenge: Activate 10 traps. Deck type: Necrovalley + Himself Counters: Do not rely on the Graveyard The aforementioned cards basically mean you cannot touch any Graveyards, so Magician of Faith and Mask of Darkness will be useless here. On top of that, you will have to activate 10 traps. Earlier on, I mentioned a Chain strategy. If your clever, you can easily string a few traps together in 3 or 4 chains to win. If you even ask nicely on the boards, you may get a deck made for you. When and if I get a deck section up, I'll put up my Chain deck. Next, we have a challenge that means you will have to win with 5 or less cards remaining in your deck. Arcana Force Extra - The Light Ruler Challenge: Win with 5 or less cards in your deck Deck Type: Deck Destruction (also called Milling) Counters: Beatdown Don't try to negate his effects. They will actually help you, as they get rid of your deck fast. Just make sure you don't reach 0 cards and cannot finish him off in that turn, otherwise you will have done that challenge for nothing. Next, we have to make the opponent discard 10 cards. White Night Dragon Challenge: Discard 10 cards from his hand. Deck Type: Beatdown Counters: Stall Meh, there is a degree of confusion over what counts for this challenge. Basically, if he discards due to his hand limit exceeding 6 cards, that will not count, if he discards indirectly to an effect, for example if he activates a card that means he will have do discard AFTER he does anything else, if he discards anything due to a cost OR if he discards due to his own card effect, it will not count. So basically, your left with only a few cards. Card Destruction will be your main source of destruction here, especially if used on turn 1. Robbin Goblin will also work if you think you can trump the beatdowns and damage him. If your feeling a little bit more intrepid, however, you can use monster cards, like Don Zaloog, with a Rush Recklessly for a surprise discard. The final challenge sans the gate is to Chain. By now you should have compiled a good chain deck, so use that. Beast King Barbaros Chalenge: Make a chain of at least 5 cards Deck Type: Burn/Removal Counters: Counter Summon cards For him to use his deck well, he will need lots of monsters on the field. To negate this, I would just use cards like Ground Collapse and some of the many counter traps that you have available to you where appropriate. Otherwise, the chain part of it should be second nature to you by now. Finally, hallelujia, the gate will open up. But you won't be rejoicing when you hear what you have to do to pass it. You have 5 decks, as usual, but you duel them in a row without your LP being healed. This is really frustrating and it will take you a long time to complete. Use whatever deck you feel most competant with, because you seriously are in for a rough ride. Sky Guardian - Sefolile The 5 duels you will face are, from first to last, a Destiny Board deck, 2 Beatdowns, a Warrior/Gamble deck and a "Wicked" card deck. Her Destiny board deck is fairly easy. Just remove the stall cards first. A good idea here would be to pack plenty of Spell removal. Also, note that if one destiny board card is destroyed, they all go. So wait until she cloggs her field up with DB cards, so she cannot play any stall, destroy them and then storm out loads of monsters. Her beatdowns consit of the high attack low level monsters and some type themed ones. As you cannot change your deck here, I would just stall it to the best of your ability, using cards like Wave-Motion Cannon, etc., to put big dents in his LP every so often. When the types start coming out, you can start to mess them up with field spells, etc. Be careful with the second deck though - there are many nasty effect monsters/negation traps/control cards so make sure you can counter/avoid those. Her gamble deck is just plain annoying, because if anyone has played any game of any sort before with a CPU, you will know they always get the HAX00RS! You might have seen the Sasuke Samurai cards, which rely on coin toss mostly for interesting effects. Anyone who uses fairy box knows how satisfying it is to destroy a high attack monster with a low atkone, but remember the CPU bounces this back in your face. Do not attack anything in attack posision if it has any attack points - you have a 50/50 chance of losing your monster (+ a bit more from te computers haxx0rs) and taking damage. Spell/Trap removal from the first duel will be your friend here. Otherwise, nothing too steep. Second Coin Toss, Dice Re-Roll, etc. may help you a bit here, but don't put too many in, because this is he only duel where they will help you. Finally, we move onto the wicked deck. Its a strong concept but unfortunately suffers from a terrible cost of sacrificing 3 monsters each time. There are 3 cards to this set, The Wicked Avatar, Eraser and Dreadroot. The only one IMHO that will pose a serious threat is the Avatar. Simply put, it will always have higher attack than any other monster in the field as long as it keeps its effect + it stop you using Spell cards for a few turns. Monster removal, counter summon, effect negation, high attack monsters...all features of the previous duels since you have no other choice. You may be running low on LP here, but if you don't have any healing cards, play conserviatavly. Only put monsters in Attack if your confident they will not be destroyed, and don't attack face down cards if you think they have high defence. Anyway, if and when you finally get the satsifaction of beating her, you get a heck of a lot of new stuff. You get the final, optional world, which I will take you through, you unlock structure decks at the store (at this point in the game, they are next to useless, their only merit is an easy way to get some forbidden cards which can't be used until you have at least 90% of all cards) and you unlock a new pack. Anyway, head back into duel world and jump through the portal. You had better be prepared, the next world is no laughing matter. =================== ||THE WORLD OF CHAOS|| =================== There is nothing really to be found here. All you do is duel, and you can unlock the final couple of stone monuments and oppoenents here. Destiny Hero - Plasma Deck Type: DHero Counters: Effect negation A DHero deck is a new concept for most at this point. He basically uses effect after effect which supports his own monsters. Its kind of hard to explain how DHero's work, I think you'd get a much better flavour if you dueled him. When you do that, you really will understand what I mean by effect negation. Skill Drain is quite probably your best friend here. Other than that, strong monsters and power up spells are your best bets. Evil Hero Malicious Edge Deck Type: Evil Hero Counters: Pretty damn good luck. This guy uses the evil heroes. Some of you may have seen Evil Hero Dark Gaia, just about this games cheapest card, so you really, really need to keep your wits about you. If you can, try and bounce his srong card back in his face, use cards like Dimension Wall + Magic Cylinder, Brain Control and maybe the odd Evil hero yourself. He gets frighteningly good draws, too, so you will need to plan carefully about the best course of action. EHero Neo Alius Deck Type: Contact Fusion Counters: Not letting him get to the stage where he fuses If you remember Neo Spacian - Dark Panther, the nice panther who helped you in world 4, you will remember he uses a contact fusion deck. Now just multiply the strategy by about 100 x and throw in some more useful cards and you have this duelist. Simply put, you need to stop him getting to the point where he has 2 monsters on the field he can use for fusion, which wold normally take a minimum of three turns. Just blast his cards into the graveyard and you'll do fine. The stone for the north half will appear. Go into the cave, which, by contrast, is much harder. On par with Sefolile's decks here, but at least you're allowed to swap them here. Cyber End Dragon Deck Type: Cyber Dragon Counters: Think anti Cyber, stop him using his Cyber cards. Cheap cheap cheap cheap CHEAP if the response you get if you ask many seasoned veterans what they think of Cyber Dragon. Its a good card and it would have been great, but the amount of use it sees just isn't funny. The main strategy is not to let him summon his Cyber Dragon by summoning your monsters on the first go, and then you should stop him fusing at all costs. This guy really is the Yugioh equivelant of a Cyber Bully (HAR DEE HAR HAR). Green Gadget Deck Type: Gadget Counters: Beatdown Your all incredibly familiar with the gadget strategy. Just kill them off before they have a chance to do any damage, and you'll be fine. If you get to the stage where you let him sacrifice the monsters he has to bring out ridiculoously overpowered ones, you're pretty much gg. Horus, LV 8 Deck Type: Total Lockdown Counters: Get the first strike Hmm...in all of my 7 odd years of plying Yugioh I have never met any person, computer duelist or thing that will try for a total lockdown. Its nigh on impossible, but if it is done correctly, you have 0% chance of recovering. Horus LV 8 will negate Spells, Jinzo will negate traps and there are many cards that will stop your monsters dead in their tracks. However, it is good to know the in depth rules here. If you have a trap card out, lets say Skill Drain, and your opponent summons Jinzo AFTER you have activated the card, your effect will gain priority. So get the first strike in with Skill Drain, removal etc., and you'll be OK. Congrats! You've beaten everyone 5 times in duel world, which is no easy feat. Next, we'll tackle the 8 stone monuments throughout duel world. ___________ ___________ //////////// \\\\\\\\\\\\ //////////// \\\\\\\\\\\\ //////////// \\\\\\\\\\\\ ////////////8 STONE MONUMENTS\\\\\\\\\\\\ \\\\\\\\\\\\ //////////// \\\\\\\\\\\\ //////////// \\\\\\\\\\\\ //////////// ----------- ----------- I purposley avoided these in the main guide because you will often need cards from later levels to even be allowed to challenge the stones. So, without further aideu, let us begin. WORLD ONE - Grace 1) Fuse out Master of Oz - Located in the only bit of land Lol, this is an absolute joke. Fusing isnt the hardest challenge you'll face in challenges. There are enough substitute fusion monsters out there, and Polymerization/Fusion Gate will be of use here. Once the big Koala is out, your opponent might as well say Flaming dingos on the Barbie as virtually nothing in e opponents deck can counter it, barring itself. WORLD TWO - Sunlight 1) Summon Exxod, Master of the Guard - Located in the main patch of land If you look at the rock structure deck you cna buy from the store, you'll have a fairly decent deck. If you tinke around a bit, ie adding a few more Canyons, taking out some weak cards, you'll ace this one pretty easily. Guardian Sphinx is an excellend stall card and will probably save your life a couple of times if you do decide to use it in normal play. 2) Summon Ocean Dragon Lord-Neo Daedelus - Located in the water This is probably one of the easier challenges. If, like me, you spend most of the game using a water deck, you will have seen/used this card once or twice. Its not too difficult to get out, especially if you use ALO. The opponent is a water type duelist obviousy, so its nothing new. All in all, this won't take too long WORLD THREE - Civilisation 1) Summon VWXYZ-Dragon Catapult cannon - Located outside the Volcano This one will officially drive you nuts. Using VWXYZ cards in general is a bad idea as they take ages to get out and fuse probperly. Make sure you read the card properly, and use the right fusion monsters. I have done stupid things before, like using the wrong monsters. You could try taking his monsters from him if your desparated to fuse and missing one or two monsers. There are much worse *COUGHVENNOMINGA*, but I think othe than driving you to insanity, this will be OK. WORLD FOUR - Darkness 1) Summon Vennominaga the Deity of Poisonous Snakes + Win by effect - Located on the rocks Arrgh. Good bloody luck to you - your seriously going to need it. It is nigh on impossible to get this damn thing out, let alone win by its effect. There are lots of conditions to this duel as well as to activation timings, etc. I'll post a full strategy when I get round to it, but that mat take some time, if at all. In the mean time, I suggest putting just enough in to make sure you survive. Put in a couple of cards that increase your longevity too. *UPDATE* I think I inally understand the mechanic of Rise of the Snake Deity. Basically, you cannot activate it in the damage step, which is not explained on the card. So, you have to destroy your monster by effect. The easiest way to do this would be to use Hammer Shot, Rise, then summon. Proceed to win from there. WORLD FIVE - Order 1) Summon Exodius the Ultimate forbidden one - Located on the underside of the cloud. While Exodius is not a card I would recommend using normally, this will not honestly be difficut at all. To start off with, make sure you pack your deck with the following cards: Each Exodia part 3x Exodius + 3x his summoning card Graceful CHarity Foolish Burial Card Destruction Simultaneous Loss Kycoo the Ghost Destroyer Simple strategy - Kill off your deck then anihalate your opponent with the uber Exodius. You may want to throw in a few strong monsters. With Regads to Kycoo, you can then remove your opponents cards from play and they can't touch you or them, so your in a pretty cushty position from there. 2) Summon Rainbow Dragon - Located near the crystal tower Ha ha ha...crap. This is going to be hard and painful. You mjust include one of every crystal monster in your deck for this to actually work - as there are 7 crystals and 7 required different crystals. I won this by daaging him down to low LP then when my deck was at 0, summoning Rainbow Dragon. This is a lot harder than it looks. All I can say is it requires a good first hand and draw from then on. Try not to clog up your S/T zone too much with their effects because you will need to use the odd one. Use Foolish Burial to search your deck and get rid of unecessary baggage or cards you need in the GY. WORLD SIX - Chaos 1) Armylite, the Chaos Phantom - Located in the Cave ...Wow. First of all, you have to summon the three Sacred Beasts, and keep them out so they are on the field simultaneously. That is seriously difficult as it will completely **** up your spell/trap zone. Good luck to you. Once you've fused them by not using Poly, you'll be doing fine. Armylite only gets 10000 ATK once a turn though, so in your opponents turn, it will possibly leave you open for attack. Pack a magic Cylinder/Dimension wall and then you'll have won. And thats it. Yipee. You can basically leave DW untouched now unless you want some Tag Partners (defeat an enemy 10 times), or want some free cards/duels, or th occasional face lift from Nurse Reficule. ________________________________________________________________________________ WC Mode and Tournaments. In WC Mode, you can duel to your hearts content. The following duelists are available (massive credit here to Tenken of GF boards). From the Start: Stray Lamb Jerry Beans Mans Winged Kuriboh When Tage duel becomes available: Amazoness tag team Marshmallon tag team Benkai Mataza tag team World of Grace: (listed as opponent Recieved - Opponent to defeat) Reaper on the Nightmare - Nightmare Penguin King of Skull Servants - Skull Servants Curse of Vampire - Curse of Vampire Dark Magician Girl - Curran E Hero Lady Heat - E Hero Knopse Silpheed - Sonic Shooter Pikeru - Keep giving her Baby Dragon/Herself (their the cheapest 2 cards she likes) Water Dragon - Kairyu Shin World of Sunlight: On Terra Firma: DD Warrior Lady - Warrior Lady of the Wasteland Sabersaurus - Kabazalus Sand Moth - Sand Moth In the Pyramid: Hino Kagu Tsuchi - Dusk Spirit Dark Scorpion Menae - Don Zaloog GK's Chief - GK Commandant Spirit of the Pharaoh - Spirit of the Pharaoh Unde the Sea: Otohime - Otohime Crysalis Dolphin - Abyss Soldier Kaiser Seahorse - Sea Serpent Warrior Aquarian Alessa - Maiden of the aqua World of Civilisation: Outside: Gear Golem the Moving Fortress - Stronghold Luster Dragon2 - Luster Dragon Vortex Kong - Great Angus Molten Zombie - Fox Fire The Unhappy Maiden - The Unhappy Maiden Healed Inside Volcano: Il Blud - Flame Butterfly Volcanic Doomfire - Volcanic Slicer Great Shogun Shien - Spirit of 6 Samurai Inside the hut: Ojama Yellow - Blowback Dragon Woodborg Inpachi - Woodborg Inpachi Blowback Dragon - Blowback Dragon Kozaky - Giga Gagagigo World of Darkness: On the ground: Perfect Machine King/Machine King - Vanity's Fiend Decoy Dragon/DD Dragon - Cerberus/Dragon Sasuke Samurai Team - Ninja Yae/Goe Brron/ReignBeaux - DarkWorld team In space: Blast Sphere/Adhesive Explosive - Satellite Cannon/Metal Shooter Harpy Lady1/2 - Harpy Queen/Harpy Girl Alien Mars/Psychic - Alien Hypno/Lich In the castle: Mobius/Gogigagagagigo - Mobius/Gogigagagagigo Vampire Lady/Lord - Vampire Lady/Lord Alien Infiltrator/Shocktrooper - Alien Infiltrator/Shocktrooper World of Order: On the outer cloud: Elemental Mistress Doriado - Freya St Joan - Guardian Angel Joan Watapon - Marshmallon Marie, the Fallen One - Absorbing Kid Airknight Parshath - Voltanis Voltanis - Voltanis Cloudian Poison Cloud - Poison Cloud Light Effigy - Royal Knight Injection Fairy Lily - Thunder Nyan Nyan In the poison cloud: Manju - Senju Gemini Elf - Dancing Fairy Petit Dragon - Mokey Mokey World of Chaos: Space: D Hero Disc Commander - D Hero Plasma Evil Hero Hell gainer - Evil Hero Malicious Edge Neo Space Pathfinder? - Another Neos/Alius? Cave: Cyber Dark Dragon - Cyber End Dragon Sacred Phoenix of Nepthys - Horus Ancient Gear Gatiljon (SP?) Dragon - Green Gadget Others: Demise - 5 wins against 55 single duel opponents Heraklinos - 5 wins against 75 single duel opponents Submarineroid/Fenrir - 5 wins against 10 tag duel opponents Gorz/Lava Golem - 5 wins against 20 tag duel opponents Anyway, I'll list some strategies here: Stray Lamb - Pathetic, you should be able to beat this guy with no problem. Jerry Beans Mans - Likes to use remove from play and high atk low level monsters so he might cause you one or two problems. Spell+Trap removal and a few equip cards will see you through this guy. Winged Kuriboh - Kinda comparble to Knopse, this guy uses a stallingish deck. Apart from being rather time consuming, this guy wont cause you too much bother. Amazoness tag team - Cancel her effects with Skill Drain, and stop her storming out cards, because if they power up Paladin/Tiger, your in serious trouble. Keep a steady barrage of strong attacks up, and you should have no problem. Marshmallon tag team - Meh, Skill Drain again, no problem. Similar strategy on your part to the one above. Benkai Mataza tag team - Lol. Haven't actually duelled them, but by the looks of things, they use lots of equip spell cards. Keep them off the field, once again, a Skill Drain deck will help you enourmously here. Reaper on the Nightmare - ...what a joke. Keep his Spirit Reaper/Marshmallon off the field - if he somehow manages the fuse, target it with a spell card - it has the same problems as Spirit Reaper. Use Mother Grizzly's effects to your advantage - it always means monsters will be placed in ATK mode, you cando some serious damage to his LP if he has a Marshmallon/Reaper on the field you can't get rid of. King of Skull Servants - Hmm...this one takes a bit of thinking. For the love of God, keep his (King of) Skull Servants OUT OF THE GRAVEYARD! Fighting 2 3000 ATK monsters with 1* is not fun. You could use a RFP deck here if your struggling - otherwise, you may want ot use Magic Cylinder/Dimension Wall to reflect the damage right back at him. Curse of Vampire - For some reason, he's weaker than he is in the storyline... anyway, this if a Zombie deck you'll have no problem with. Just keep himself off the field, and remember, destroy Vampire Lord by Battle and Curse of Vampire by effect - otherwise they will come back, and in the case of Curse, stronger. Perhaps pack in a few anti-Zombie cards? Also - if possible, destroy Pyramid Turtle by effect, ie Shield Crush, Nobleman of Crossout, Fisure, etc, otherwise, its essentially a free summoning of the two Vampires without tribute. Dark Magician Girl - Spellcasters here. She may give you one or two troubles if your at the beginning of the game, but really, you've used Spellcasters and fought against them in the Colosseum - she is no way near as tough as that. E Hero Lady Heat - Its time for E-Heroes! OH NOES! Anyway, as we all know, E-Heroes suck, but when they fuse, the become uber mega broken. So just simply stop her fusing - use De-Fusion, Anti-Fusion zone, etc. Keep the monsters in the graveyard if need be - but remember - Skyscraper 2 - Hero City is VERY VERY annoying - because it revives any of he EHero monsters destroyed by battle - howevermany turns back. Keep that off the field at all costs, otherwise you will face some serious problems with Wildhearts/Bladedge coming back. Silpheed - Its a wind deck, not too dissimilar to Lord of the Storm theme deck which you have used and probably fought against. Keep your S/T zone full so you don't have problems with Sonic Shooter/Simorgh, and you'll do fine. Pikeru - I haven't actually got Pikeru yet, because she is being a real bugger and not coming to duel me. It can take up to 40 cards to get her to come to you so yeah. Any contributions gladly contributed. Water Dragon - Tries to get himself out while using a pretty standard water deck so just keep ALO off the field, make sure he doesn't abuse Hydrogeddon and if he somehow manages to get out Water Dragon, you could try something off the wall and change all of the monster types/attributes to Fire/Pyro etc., so all monsters end up with 0 attack (do this with DNA Transplant/Surgery). Not very helpful unless your using a stall/burn deck, but quite interesting. DD Warrior Lady - As expected, she runs a warrior deck. Be careful of herself - her effect can get annoying. Make sure she doesn't get out the following cards: Command Knight, Gilford the Legend, Gilford the Lightning and Gearfried the Sword Master, as they will screw you over. Once again, I'm stressing that you opt for a Skill Drain deck here - this card will prove the be invaluable to you so I suggest you get used to it. Sabersaurus - Dinosaurs. You don't say. I though it might have been a SEA SERPENT/PLANT deck. Anyway, there really is only one way to run dino's in this game, so like his bird flu infected counterpart, he tries to get out Super Conductor Tyranno/Ultimate Tyranno. Keep them off the field - make sure he doesn't keep Jurassic World on the field - 300 ATK/DEF is enough for Hydrogeddon to get up to no good and watch out for Black Stego. Pack some surprise up ATK cards - particular ones of note include Rush Recklessly, Reinforcements and United we Stand. Sand Moth - A huge step up from his in game deck - he uses Earth cards mainly with LOTS of M/S/T removal by effect. I seriously recommend packing something that will counter spell cars as they will be the primary concern with this deck. Otherwise, keep Gaia Power from the field unless you plan to abuse it yourself - and keeep your attack above 2000 if possible - Beserk Gorilla will give you problems. Otherwise, cards of note include Nimble Momonga and Mystic Tomato - they will storm out lots of things very often so even if your expecting a good shot at his LP, you migt want to think again. Hino Kagu Tsuchi - He will do his utmost to get himself out, otherwise, he is fairly weak. If he inflicts damage to your LP, your hand will be sent to the GY which is pretty destructive. Pack a Mirror Force, Magic Cylinder and Dimension Wall to stop him doing damage to you, otherwise, just obliterate him with high attack. Not too hard, almost a breath of fresh air to most people after some of the duels you have and the likely cards you have available at that point. Dark Scorpion Menae - She uses a pseudo Dark Scorpian/Stall deck. Keep her S/T field clean - she WILL be annoying. Her monsters are nothing to write home about - except herself - with 1800 DEF. Anyway, keep your attacks up and keep the S/T off the field and you'll do fine. GK's Chief - Well, Commandant was annoying. Similar thing here. Necrovalley is just plain old meh, keep playing your own field cards and negate his effects. You should have intimate knowledge of GK cards by now, so yeah, use your noggin and play it by ear, adapt to the situation. Spirit of the Pharaoh - He tries so hard to make an original zombie deck, and phails miserably yet again. Basically, destroy a sarcophagus when you can and try to remove Pyramid Turtle and the like by effect, eg Fissure, Smashing Ground and shield Crush. Otohime - If you let your guard down, you can be taken by surprise. Keep and MST set - Mausoleum of the Emperor WILL piss you off majorly, and same rules apply with Hino Kagu Tsuchi - don't let her activate her Spirit effects because the aftermath will be hell. Skill Drain, once again, will be invaluable here. Other cards of note include Creature Swap, Dark DUst Spirit and Giant Germ to storm out as sacrificial material. Crysalis Dolphin - She(?) uses a Water deck with A LO. So nothing new. Abyss Solider and Giga Gogagigo (SP?) crop up a lot here - so if your using Gravity Binds and LLABs you should also consider Messenge of Peace here. My top tip is to keep he field spell zone open (you may want to pack a few youself - particularly if your running a specific element deck ex Earth) and her monsters clean off the field. Kaiser Seahorse - A sort of light deck with high level monsters. I've seen him make many stupid mistakes and I found him very easy so I wouldn't fret too much about him. However, when he gets his high level monsters out, they become rather annoying, so I suggest packing some Hammer Shots/Fissures just in case. Aquarian Alessa - I find her rather annoying. A mixture of themes here, some more prominent than others. Gemini monsters, water and stall are what I can see coming out of her deck. So keep he spell and trap card zone free, destroy the Gemini monsters before they have a chance to be Gemini summoned and keep ALO off the field. Her monsters aren't fantastic, Aquarian Alessa herself only has 1500 atk, but their effects can be rather annoying. Just play it sensibly. Gear Golem the Moving Fortress (Submitted by Nate Milbank) -"He stalls you with himself, and then tries to bring all his cyber dragons. but wait, there's more! He also has Cyber end dragon, and Chimeratech overdragon, and other cheap ones, so basically, keep his field clear, summon your best monsters, and try your best to take him down. Skill Drain might work, but it may not be as effective here" Luster Dragon 2 - Well, take a guess at what kind of deck he uses. If you said Dragon, have a pop tart (if you eat those things in America, in the UK, we have Jame Scones with Afternoon tea if your posh, or Burger King if your not :P). Anyway, you should realise that Dragon decks are really just too much effort to make effective - as this guy proves. Just make sure the regular Dragon cards don't screw you over, particularly stuff like Stamping Destruction and even himself can be a problem if you've decided to go for a Beatdown. But yeah, apart from trying to rip you to pieces, this guy doesn't have a strategy. Go down the elimination by effect route and you'll do well. Vortex Kong Molten Zombie - Fire? Possibility? Lol, anyway, you know what to do, you spent most of world 3 dealing with fire decks. KEEP MOLTEN DESTRUCTION OFF THE FIELD! It wil wreck you. A fun thing to do is to let him attack with it on the field, so he has <500 ATK more than you, then using Mystical Space Typhoon/Dust Tornado destroy it, resulting in his loss of a monster. Its probably more effective to do it like this than to destroy it in the Main Phase because a) they lose a monster instead of you having to destroy it yourself and b) they have a higher chance of negating it then. Anyway, yeah. Other than that, you know what to watch out for. The Unhappy Maiden - She will do anything in her power to stop your attacks. Literally anything - she has 37 cards that do just that. The other 3 are Wave Motion Cannons, which are her main source of damage. So my recommendation is: Destroy them. As she has so many anti attack cards - I wouldn't bother with an attacking deck. I beat her fairly swiftly with and Exodia deck, but you can also try Final Countdown and Destiny Board if you so desire. Il Blud (Submitted by Nate Milbank) - "His deck is similar to Curse of Vampire but he's far more compitent in keeping his monsters on the field. DON'T LET HIM GEMINI SUMMON HIMSELF!!!! He'll cause you major Problems with His combo of him, Vampire lord, and the like. He also uses/abuses Mausoleum, so he drains his LP Rapidly, but be warned, he can keep his field full ffor a while, and also beware of the card Banner of courage, it may be only 200 ATK point boost for his monsters, but it's enough for him to get up to no good." Volcanic Doomfire - Ugh, I hated Volcanic Slicer in Duel World (I lost to him 10 times before I beat him 5 times on my second playthrough :( ) and this guy just improves majorly on that. Volcanic Burn decks are obviously not something to be taken lightly. I suggest you use the same strategy as you do for the Unhappy maiden - Exodia. Make sure you keep a few Dust Tornado's/MST's at the ready, if you can stop effect damage then great, and if he brings out Tri-Blaze Accelorator, make it a priority to destroy it. It will ruin you. Great Shogun Shien - Anyone who has used a Six Samurai deck will know how plan annoying it is - the COM always topdecks too so don't be surprised if you end up facing 3 or 4 monsters on your first turn. Pack your decks with Dimensional Prison, Mirror Force, Magic Cylinder and Dimension Wall - your going to need them. As a recommendation, Skill Drain workds well here because they all have such ANNOYING effects and if you cancel them it will seriously help you. Ojama Yellow (Submitted by Nate Milbank) - "AHAHAHAHA, what a Joke! He plans on stalling, trying to deck you out and phails miserably. Strike Quickly, keep his field clear, easy victory! But just watch out for his Ojama Support cards, and Wave-motion Cannon" Woodborg Inpachi (Submitted by Jamie Sergison) "hi ive noted something concerning one of the duel world duelists: inpachi you dont have a deck type for said duelist, but i have found that it uses lots of normal EARTH monsters, and that it lovesto abuse heart of the underdog and skill drain, so the best way to beat him is to get his monster and spell zones full, and then get a high DEF monster to take all the blows." Blowback Dragon - Basically a luck based deck that is very situational. If you get unlucky, and he somehow manages to get all head on every go, he can pretty much say good game, but i am de ultimate in cheepz so i is de winnar. Other than tossing a coin, he uses High attack monsters. Sometimes, he will play a card which will allow him to re roll a dice or toss a coin - is possible, negate these (unless the effect on him is negative), and try to destroy his monsters with cards like Fissure, rather than relying on having cards out on the field for a couple of turns while you wait for that Axe of Despair to come to your hand. Beware of himself - he is the strongest card in his deck (both effect wise, IMHO, and offensivley). Kozaky Perfect Machine King/Machine King - Well its a machine deck. Stain sotrm says Hi, but other than that, its the standard negate the effect, remove by effect and cut them to pieces strategy. Decoy Dragon/DD Dragon Sasuke Samurai Team Brron/ReignBeaux Blast Sphere/Adhesive Explosive Harpy Lady1/2 Alien Mars/Psychic Mobius/Gogigagagagigo Vampire Lady/Lord Alien Infiltrator/Shocktrooper Elemental Mistress Doriado - She tries to get herself out, which means she can use Fuh-Rin-Ka-Zin or hwever you spell it, which can be destruction on a monumental scale (two of them can easily wipe your field clean). For this one, I suggest having something that is adept at countering Trap cards in particular and Royal Decree and Jinzo spring to mind. Her monsters, especially herself, are fairly weak however, and shouldn't cause you any trouble. Just stop her spells and traps and you should be fine. St Joan Watapon Marie, the Fallen One Airknight Parshath - Its a fairy deck, as you might have guessed (if I had a £ for every time I made a stoopad reference to the deck type, I would be very rich by now). However, this guy is NOT stupid like most of the other guys you've faced in the World of Order, and he can be a terror. If TSITS get put out on the field, your going to have to get rid of it straight away, because it allows instant access to himself through Nova summoner, and then to Neo- Parshath, which isn't too funny. Essentially, Spell and trap removal is the Key. You may also want to pack in a few Bas Reaction to Simochi cards, as he regains LP quite a lot. Voltanis Cloudian Poison Cloud (Submitted by Nate Milbank) - "The Bad News: Cloudians can't be destroyed by Battle, The good news, they HAVE to remain in attack Postition. So if you have some High-Attack Monsters, get them out and start unloading. Be careful, dont get Cocky with the Cloudians, if you let the Fog counters build up, you're monsters will be gone, leaving him plenty of room to attack. Skill Drain works well here, another good tactic is to have some cards that change the postions of his cloudians to defense mode, ie: Zero Gravity, Block acttack." Eidotrs note: Spirit Barrier will stop you doing any Battle damae to his LP if there is one monster on the field, putting you in a very difficult position. This guy is REALLY tough, and I would recommend using the Chain Burn deck to defeat him, it is listed in the deck section. Light Effigy Injection Fairy Lily Manju Gemini Elf Petit Dragon - He focuses on using low level, normal type monsters, with high attack, such as Jerry Beans Man, Mad Lobster, etc. After he gets those on the field, he will then stop you using any Spell cards to hinder them (ie Swords of Revealing light) and stop your 4* monsters attacking. To counter, I suggest either making a stall deck that requires Trap cards to work at its best (such as Wall of Revealing Light, Mirror Force, Magic Cylinder, etc.) and high DEF monsters (Giant Soldier of Stone is also a 3* monster and can surprise him if for some reason he puts Jerry and Lobster into DEF). A difficult little dragon but for those with a similar deck or trap based stall deck, it is really not that hard. D Hero Disc Commander - In the right hands, Destiny Hero decks are a pain to counter indeed, and Disc Commander is no exception. With some basic D Hero strategy laid down, he has little problem using the deck to its full effect. Unfortunately for him, he didn't count on the fact that DH Plasma and the like are actually extremely hard to get on the field. So basicaly, its a simple taks of keeping the field clean, not letting him abuse Dark City etc. and possibly negating his effects if your REALLY struggling with him. Evil Hero Hell gainer Neo Space Pathfinder? Cyber Dark Dragon Sacred Phoenix of Nepthys Ancient Gear Gajiltron (SP?) Dragon - If anyone can use the Gadgets well, its this guy. You'll have LOTS of problems if he gets himself or Ancient Gear Golem out on the field - as you won't be able to do anything with your traps. Effect negation is the key here, although his Spell and traps can also pose a challenge if your unprepared for them. Arguably the toughest duelist unlocked from duel world. Tournaments: Come in 4 ways: Easy, Medium, Hard or Tag. Tag is available once you unlock 15 Tag opponents in WC. For each tournament, there is a pool of duelists whom you could face in that tournament. You must unlock at least 15 of them to do so (see next section for help on this) plus unlocked the previous tourney. In level 3, you must unlock 20 of the duelists. The tourney pools are as follows: (Thanks to the Unlocking Topic on GF message board for this info) LV 1: Stray Lamb, Jerry Beans Man, Winged Kuriboh, Reaper on the Nightmare The Unhappy Maiden, Elemental Mistress Doriado, St. Joan, Hino Kagu Tsuchi Spirit of the Pharaoh, Otohime, D Hero Disc Commander, Dark Scorpion Menae, King of the Skull Servants, Watapon, Petit Dragon, Gravekeeper Chief Kaiser Seahorse, Curse of the Vampire, Aquarian Alessa, Marie the Fallen One Dark Magician Girl, E Hero Lady Heat, Il Blud, Chrysalis Dolphin Lv 2: Manju of the 10,000 Hands, Airknight Parshath, Gear Golem the Moving Fortress Ojama Yellow, Woodborg Inpachi, Silpheed, SandMoth, Water Dragon, Gemini Elf Luster Dragon 2, Molten Zombie, Neo Space Pathfinder, Volcanic Doomfire Light Effigy, Poison Cloud, Voltanis, Blowback Dragon, Kozaky, Shogun Shien Sabersaurus, D.D. Warrior Lady, Sacred Phoenix Nephytis, Injection Fairy Lily Lv 3: All Anime characters, Demise King of Armageddon, Cyberdark Dragon, GB Heraklinos Vortex Kong, Evil Hero Hell Gainer, Ancient Gear Gadjiltron Dragon. ________________________________________________________________________________ REWARDS LIST Once again, thanks to the topic on the boards, this helped me majorly. I'll order it by category, then tell you how to unlock it. Duelist strategies will come next update. <><><><> Original Anime Characters<><><><> Yugi Method: Clear all stone seal challenges Kaiba Method: Defeat Kaibaman once Joey Wheeler Method: Clear 6 stone seal challenges Pegasus Method: Clear all Sphinx's challenges Bakura Method: Use traps 500 times Mai Valentine Method: Use spells 750 times Bandit Keith Method: Summon 1000 monsters Ishizu Ishtar Method: 100 hours of total gameplay / Marik Ishtar Method: 200 hours of total gameplay <><><><>GX Characters<><><><> Jaden Yuki Method: Clear the Chaos Neos stone challenge Chazz Princeton Method: Clear the VWXYZ stone challenge Atticus Rhodes Method: Clear the Neo Daedalus stone challenge Tyranno Hassleberry Method: Clear the Master of OZ stone challenge Yubel Method: Clear the Phantom of Chaos Armytile stone challenge Thelonius Viper Method: Clear the Venominaga stone challenge Jesse Andersen Method: Clear the Rainbow Dragon stone challenge Adrian Gecko Method: Clear the Exodius stone challenge Marcel Bonaparte Method: Clear the Master Exxodd stone challenge Axel Brodie Method: Defeat the Dragon/Cerberus team in World of Darkness Dark Zane Method: Defeat the Guardian at the World of Order Syrus Truesdale Method: Defeat all 5 decks of the World of Grace guardian Alexis Rhodes Method: Clear all 5 challenges in the underwater map Bastion Misawa Method: Win all the structure duels in the Colloseum Aster Phoenix Method: Clear all 5 guardian challenges in World of Darkness <><><><>Tag Partner duelists<><><><> Jasmine + Mindy Method: Compete in tag duels 50 times Chazz + Alexis Method: Compete in tag duels 100 times Jesse + Jaden Method: Compete in tag duels 150 times Kaiba + Yugi Method: Compete in tag duels 200 times Joey + Yugi Method: Use YuJo successfully in a duel Tanya + Bastian Method: Summon Water Dragon in a duel successfully Bakura + Marik Method: Win using Destiny Board Zane + Sheppard Method: Have a monster with an ATK of 20000 at any one point in a duel Yubel + Marcel Method: Have 10000DP at any one time <><><><>Duel Disks<><><><> Academy Disk Method: From Start Academy Disk Red Method: Win Tag Tournament once Academy Disk Yellow Method: Win 10 Single Duels Alchemy Disk Method: Defeat Jaden 10 times Gorgeous Disk Method: Defeat Jesse 10 times Kaibaman Disk Method: Defeat Kaiba 10 times Amazoness Disk Method: Win all the structure duels in the Colloseum Standard Disk Method: Defeat Yugi 10 times Black Disk Method: Defeat Joey 10 times Girl's Disk Method: Defeat Alexis 10 times Pharaoh's Disk Method: Defeat Marik 10 times Axel's Disk Method: Clear the World of Civilization Adrian's Disk Method: Clear the Exodios Seal Challenge Yubel Disk Method: Clear the Venominaga Seal Challenge Alien Disk Method: Unlock all opponents in tag duel Vampire Disk Method: Unlock all opponents in single duel <><><>><>Hair<><><><> #12 - Clear all stone challenges #13 - Card Collection rate is at 95% <><><><>Clothes<><><><> NB: These differ from Male to Female. I list the Male clothes on the left, Female on the Right. Red Uniform Method: From Start Brown Jumper Method: From Start Yellow Uniform Method: Participate in 400 total duels Blue Uniform Method: Unlock all GX anime characters in Single Duel Blazer Method: Unlock all original anime characters in Single Duel T Shirt Method: Participate in 200 total duels Kimono Method: Clear all the Seal Stone Challenges King/Queen Coat Method: 85% of all cards collected Academy Jersey Method: Unlock all the GX anime character in Tag Duel White Jacket/Gothic Method: Clear the world of Civilization Moonlight/Clerk Uniform Method: Win Easy, Medium, Hard, Tag Tournament Elf Swordsman/Dark Magician Girl Method: Clear the world of Order E Hero Neos/Cyber Tutu Method: All cards collected Kaibaman Coat/Harpy Lady Costume Method: 5Defeat 70 Single Duel Opponents 5 times each <><><><>Others<><><><> Recipe Mode Method: 90% of all cards collected 1 Forbidden card in deck (switch your banlist to activate) Method: 90% of all cards collected View Mode Method: 90% of all cards collected <><><><><><><><> I am sure I have missed one or two things, so please, do let me know about them. _______________________________________________________________________________ Deck Section Here it is! The long awated Deck section is finally up! Here, readers can contribute their own decks, and if I deem them good enough, I will post them here, with full credit. As for the decks I posted, some of them I didn't make, and so, I will just put anonymous as the contributor thanks if I don't know who made them. ================= -CHAIN BURN DECK- ================= Monsters: 2x Lava Golem 1X Marshmallon 1x Morphing Jar 1x Spirit Reaper Spells: 1x Chain Strike 3x Poison of the Old Man 1x Scapegoat 3x Tremendous Fire Traps: 3x Accumulated Fortune 1x Ceasefire 1x Chain Detonation 3x Jar of Greed 3x Just Desserts 3x Legacy of Yata-Garasu 3x Ojama Trio 2x Reckless Greed 3x Secret Barrel 3x Threatening Roar 3x Waboku Contrubuted by: Anonymous, with minor revisions by myself. This deck involves doing damage to your opponent through effect damage, notably by using chaining cards. Some people may argue that this deck doesn't contain enough monsters, however, this isn't the point of the deck. Here are a couple of rules to think about when using this deck: 1-Lava Golem stops YOU from playing a monster this turn, so if your unprotected completely, you may want to wait a bit. 2-Ojama Trio should be activated as soon as you get it and there is enough room and, as an additional think, do NOT use Just desserts/Secret Barrel/whatever on JUST Ojama Trio, wait for the opponent to get a few more cards out and hit them even harder. Remember, a 3 monster field with 3 Just Desserts will do 4500 damage, but a 4 monster will do 6000 and a full field will do 7500!! 3-Use Chain strike LAST in the chain, so use Accumulated Fortune, Chain Detonation etc. FIRST. Other than that, its common sense - don't throw away a good hand unless it would save your life by putting down Morphing Jar, don't water Threatening Roar or Waboku, as you only get 6 blocks, and use your Quick play spells in chains, rather than straight away. ===As this section is merely a trial, more will be added by users and myself over the coming months. This was simply a test. Feedback on any decks is kindly appreciated, as well as possible improvements.=== ________________________________________________________________________________ Closing: I have used some material, and where it is due, I give the credit (mainly the unlockables). I'd like to thank Nate Milbank and Jamie Sergison for contributing to the WC duelists section, they really did help me out! As ever FAQ writer does, I'd like to thank myself for making it...at the time of publishing, this is my largest FAQ, and even though I kept putting it off, I eventually got round to doing it. Other than that, thank YOU, the readers, for reading it...and especially well done if you put up with my terrible spelling, Puncuation and Grammar! And also, thanks to GameFAQs, who have a wonderful, wecloming community and a very useful site for all of the latest stuff. A couple of useful links/sources for you if you need help on this game/any previous ones: www.gamefaqs.com - From there, you can find out about almost every game, as well as get guides, tips and advice on the messagr board and it is the primary host of my guide. http://yugioh.wikia.com/wiki/Main_Page - Probably the best resource for YGO on the net, this site provides details on every single card/game/episode in existance + offers some useful tips. If you have any others, do send them to me. Et voila, we are finished! (C) Chaet_legend, 2008-2009.
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