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    FAQ/Walkthrough by Dragnflameknight

    Version: 1.25 | Updated: 12/05/04 | Search Guide | Bookmark Guide

     YY      YY UU   UU     GGGGGGGG IIIIII     OOOOOOO HH   HH !!!!!!
      YY    YY  UU   UU     GGGGGGGG IIIIII     OOOOOOO HH   HH !!!!!!
       YY  YY   UU   UU     GG         II       OO   OO HH   HH  !!!!
         YY     UU   UU === GG         II   === OO   OO HHHHHHH  !!!!
         YY     UU   UU     GG  GGGG   II       OO   OO HHHHHHH   !!
         YY     UU   UU     GG   GG    II       OO   OO HH   HH   !!
         YY     UUUUUUU     GGGGGGGG IIIIII     OOOOOOO HH   HH   ..
         YY     UUUUUUU     GGGGGGGG IIIIII     OOOOOOO HH   HH   ..
                           Capsule Monster Coliseum
    Genre-Game:   Card Battle Strategy
    Console:      PS2
    Players:      1 or 2
    Memory Req:   277 KB
                               Bonus Cards:  3
     - Teva  5 Star
        Atk: 2000 Def: 1500
        When this card is Tribute Summoned Successfully, your opponent        
        cannot declare an attack during his/her next turn.
    - Abyss Soldier  4 Star
       Atk: 1800 Def: 1300  
        Discard 1 WATER monster from you hand to the Graveyard. Return 1
        card on the field to the owner's hand. You can only use this 
        once per turn, during you main phase
     - Inferno Hammer  6 Star
        Atk: 2400 Def: 0 
        When this card destroys your opponent's monster and sends it to   
        the Graveyard as a result of battle, you can select 1 face-up 
        monster on your opponent's side of the field and flip it into 
        face down defense position
                               Version History
    Version 0.25 This is my first FAQ so I apologize if anything is 
                 wrong. I will include the menu and the basics in this  
    Version 0.50 In this, the walk thru was started. Card List started 
                 and completed. As well as what attribute beats what was
    Version 0.75 Started working on the SPA not completed. Area 3-4   
    Version 1.00 Area 5 Complete. Started and completed the Fusions and 
                 Area 1 and 2 to come later. Updated some of the Spa's.
    Version 1.25 Area 1-5 and Entrance hall both complete.
                             Table of Contents
    1. Main Menu
        1a. Campaign Mode
        1b. Free Battle Mode
        1c. Versus Mode
        1d. Configuration
        1e. Load
    2. Controls
    3. Entrance Hall Menu
    4. Walkthrough
    5. Card List
    6. Rare Cards
    7. Fusion List
    8. Evolution List
    9. Tips / Secrets     
                                   Main Menu
    1a. Campaign Mode 
    -	Defeat your opponent's to advance through the stages at 
                the Capsule Monster Coliseum in this single-player mode. 
                Select this mode if you are playing the game from the 
    1b. Free Battle Mode
    - In this mode, you can freely choose to battle opponents
               that you have already defeated in Campaign Mode.
    1c. Versus Mode
    - This mode is for two-player battles. Use your monsters to 
               fight your opponent.
    1d. Configuration
             - Change game settings
    1e. Load
    - Begin the game from a save point in Campaign Mode
    Controller              Standard Function        Function on Map
    Directional Button:       Select Category        Move Cursor
    Left Analog Stick:        Select Category        Move Cursor
    Right Analog Stick:              -               View Area 
    X Button:                      Enter             Enter/Display
    Circle Button:                 Cancel            Cancel
    Triangle Button:         Show Stage Details/     Change View
                             Show Monster Status
    Square Button:                  Sort             Show Attribute info 
    L1:                          Turn Page           Select piece that
                                                     can move
    L2:                              -               Rotate view right
    R1:                          Turn Page           Select piece that
                                                     can move
    R2:                              -               Rotate View Left
    START:                       Start Game          Turn grid ON/Off
    Once you have selected Campaign Mode it will take you to the 
    Entrance Hall. Once there you will construct decks, purchase 
    monsters, and save the game. If this is your first time playing you 
    will be asked to choose your symbol which will represent 1 of the 8 
    Attributes. You will also register you game name. You also need to 
    create the base design and color which your symbol will sit on.  
    Remember that whichever attribute u choose will affect your game 
    play either good or bad. After u have completed that u can assign 
    points to your symbol to have starting parameters for your symbol. 
    You have 3 parameters to consider, Mp, Ap, and Pp. Mp is your 
    monster points this allows you to purchase monsters. Ap is your 
    action points which is the starting point of what u can summon to 
    the field. NOTE: Make sure u have enough ap to summon a monster if 
    not then you must wait till your next turn. PP is your power points 
    for your symbol. The pp represents the defense of you symbol once 
    your pp of your symbol reaches 0 then the match is automatically 
    over even if u still have monsters on the field. Now lets get to the 
    what this FAQ is all about. Once in the entrance hall you can manage 
    monsters, shop for new ones, save, or play with the configuration. 
    First, you need to make sure you have all the monsters in you 
    capsule deck that you wish to battle with. The ones u do not use or 
    wish to battle with stays in the capsule stock. Once you have chosen 
    the ones u want to use it's off to save. Since you have played a 
    duel yet you probably can't buy anything yet so save. Once u save 
    hit the circle button to be taken to the Coliseum. You can only do 
    one area at a time so click on area 1. Your first opponent will be 
    Joey. He uses 4 Fire Reapers so eitheruse Water monsters or just use 
    any monster other than wood since Fire has the advantage over wood. 
    Area 1 and 5 you must duel in the order given but 2, 3, and 4 u have 
    a choice of who you battle first and so on. Once you select which 
    stage u wish to duel some dialog will come up with your opponent 
    saying he/she will have a friendly duel or wants to kick your butt 
    HAHA. Then u will chose 1 of 8 cards face down and so will your 
    opponent who has the highest number gets to choose who goes first. 
    After that you choose you monster that you wish you batter with this 
    duel. Now at the top of the screen on the left u will notice a bar 
    that says MP ======== 400/400 u can only summon monsters until that 
    400 reaches 0 or u have reached the limit for that stage. On the top 
    right u will notice 0/6 this means u can summon up to 6 but don't 
    have to summon all 6. After you have picked your monsters then u 
    position them. The section in blue is yours and the pink is your 
    opponent's. You may choose either side of the mat as long as you are 
    the second one to go. If u chose to go first then u are stuck with 
    the side they give you. If u chose to go first then u may summon 
    monsters but u can only summon monsters if you have enough ap if not 
    u must wait till your following turn. Each time u summon a monster 
    your ap will go up to till it reaches a maximum number set by the 
    stage.  Once you are done or cannot move any more pieces it will ask 
    u if u wish to end you turn. If not then just go to an unoccupied 
    space and hit x for a list of options. Then your opponent does the 
    same thing u just did. Then he/she ends the turn. To win either 
    destroy all of your opponent's monsters or destroy his/her symbol. 
    NOTE: if you destroy the symbol u get 100 exp. Points Sometimes 
    lower than 100 for 100 75% of the time.
    NOTE: Make sure to take into account that your symbol affects all 
          Monsters u summon to the field. So your symbol may increase 
          the power of your monsters, decrease it or just stay the same.  
          Just like the field, It does the same. The map can affect your
          monsters as well. When u go to move your monster pick a spot 
          and it will pop up showing a rise or decrease in atk and def
          or may not affect it at all. Make sure u watch for changes in 
          certain areas like day to nite or shine to rain etc. . .
    NOTE: When a monster is destroyed it cannot be use again until 1 
          duel after it was destroyed. 
                              Entrance Hall Menu
    Manage Monsters 
        Arrange your monsters and check their status. You also build ur  
        deck here and can check your collection.
        This is where u buy new monsters. After each area check back for 
        new monsters will be there. Plus check back ever 3 duels for new 
        monsters as well.
        This is where u save your game.
        Change your game settings here.
    Return to Title Screen
        Use this function to return to the Title Screen.
    Pleast take these into account. If u do not understand how the 
    attribute system works then u will surely fall to your opponent.
    Light    >    Dark                Water  >   Fire
    Dark     >    Earth               Fire   >   Wood
    Earth    >    Thunder             Wood   >   Wind
    Thunder  >    Light               Wind   >   Water
    Mp = this is how many points u have at the beginning of the duel 
         in order to choose which monsters u wanna take into the duel. 
         You can't exceed this limit though.
    Md = this is how many monsters u can deploy to the battle. You can't
         deploy more than this number. You can deploy less than the 
    AREA 1
    This area requires u to duel in a given order so be careful.
    Joey Wheeler:                               Mp -> 270  Md -> 6
    Symbol:         Fire
    Arena:          Forgotten Capital
    Monsters:       4 Fire (4x Fire Reapers)
    To Win:         To win this duel use either Water monsters or any      
                    other monsters except for wood since he would have 
                    an advantage over wood. Water monsters help greatly   
                    here since after a few turns the arena fills with a  
                    little water. Then a few more turns later it fills  
                    some more but after so many turns the water will             
                    drain. So use the turns wisely to your advantage.
                    Fire + Water + Wood -
    Tristan Taylor:                             Mp -> 300  Md -> 6
    Symbol:         Wood
    Arena:          Condemned Warehouse 
    Monsters:       2 wood    ( 2x Petit Moth)
                    2 thunder ( Steel Scorpion, Kaminarikozou)
    To Win:         Just work you way around but be warned some spots 
                    give damage if your not wood type. Make sure to not  
                    leave a monster by itself or it will get trapped and 
                    destroyed. If u want to have somewhat a good 
                    advantage either dark or fire monsters. But not a 
                    must u may use any combination you choose.
                    Fire + Wood + Wind -
    Duke Devlin:                                Mp -> 300  Md -> 6
    Symbol:         Dark
    Arena:          Electric Cage
    Monsters:       3 dark    ( 3x Kuriboh)
                    2 thunder ( 2x Steel Scorpion)
    To Win:         Just place ur pieces carefully. 
                    Dark + Light + Earth -
    Tea Gardner:                                Mp -> 300  Md -> 7
    Symbol:         Water
    Arena:          Sacred Street
    Monsters:       3 light ( 2x Happy Lover, Skelengal)
                    2 wood  ( 2x Petit Moth)
                    1 water ( Root Water)
    To Win:         Same as the last state just place them carefully.
                    Water + Wind + Fire -
    Grandpa Moto:                               Mp -> 350  Md -> 7
    Symbol:         Earth
    Arena:          Challengers
    Monsters:       3 wood ( 2x Petit Moth, Cockroach Knight)
                    2 dark ( Kuriboh, Right Arm of Exodia)
    To Win:         Be care the floor rotates between fire and wood:)
                    Dark + Earth + Thunder -
    AREA 2
    This is a free run area meaning u choose who u battle in what order 
    u wish.
    Weevil Underwood                            Mp -> 500  Md -> 6
    Symbol:         Wood
    Arena:          Ancient Forest of Origin 
    Monsters:       3 wood    ( Larvae Moth, Petit Moth, Cockroach  
                    1 thunder ( Shovel Crusher)
                    1 water   ( Root Water)
    To Win:         An ancient, aged forest. Use the unpredictable 
                    Weather To your advantage to win. Wood + Fire +
                    Wind -
    Mokuba Kaiba                                Mp -> 620  Md -> 7
    Symbol:         Thunder
    Arena:          Guiding Mansion
    Monsters:       4 thunder ( Shovel Crusher, Kaminarikozou, 2x Steel 
                    2 wind    ( Droll Bird, Wicked Dragon with the 
                                Ersatz Head)
    To Win:         Watch out for certain floor spots where any monster 
                    will take thunder damage except for thunder 
                    monsters. Make every move you make count and u will  
                    win. Make Sure u do not get cornered on here or it   
                    can get hard. Thunder + Light - Earth +
    Mai Valentine
    Symbol:         Wind
    Arena:          Valley of Howling Winds
    Monsters:       3 fire (Mechanical Snail, Flame Manipulator, Jigen 
                    4 wind (One Eyed Shield Dragon, Wicked Dragon of the
                            Ersatz Head, 2x Harpie Lady)
    To Win:         Take in account this arena gets a wind field power
                    Bonus after a few turns. Then a few turns later it 
                    gets more of a boost then slows down later. Watch 
                    your steps to assure victory. She likes to use a lot
                    of monsters with a 3 or 4 + movement. Wind + Water -
                    Wood +
    Rex Raptor
    Symbol:         Earth
    Arena:          Tomb of Ancient Kings
    Monsters:       3 earth   (Torike, Larvas, Two Headed King Rex)
                    2 thunder (Steel Scorpion, Shovel Crusher)
                    2 dark    (2x Kuriboh)
    To Win:         Just watch your moves, proceed with caution and win.
                    One note though, the liquid that's in the middle
                    that looks like a river is actually a gas river.
                    All monsters except earth take damage here so be 
                    Warned. Earth + Thunder - Dark +
    Mako Tsunami
    Symbol:         Water
    Arena:          Sea of Miracles
    Monsters:       3 water (Fiend Kraken, Physic Kappa, Root Water)
                    2 light (2x Happy Lover)
                    1 earth (Torike)
    To Win:         Mako uses a water field so be careful. A ship will 
                    rise shorty after you start. Place your monsters 
                    right and you shall obtain victory. Water + Fire - 
                    Wind +
    AREA 3
    This is a free run area meaning u choose who u battle in what order 
    u wish.
    Bakura                                      Mp -> 680  Md -> 7
    Symbol:         Dark  
    Arena:          Moonlit Cherry Blossoms
    Monsters:       3 dark   ( 2x Kuriboh, Feral Imp)
                    1 wood   ( Queen of Autumn Leaves)
                    1 earth  ( Larvas)
                    1 wind   (Winged Dragon-Guardian of the Fortress #1)
    To Win:         There are a few places to fight on this map, 
                    so making crucial moves to favorable positions 
                    quickly is key for victory. Light + Earth - Dark +
    Marik Ishtar                                Mp -> 900  Md -> 8
    Symbol:         Dark
    Arena:          Guru's Garden
    Monsters:       4 dark:    ( 2x Ryu-Kishin, Needle Ball, Zoa)
                    2 water:   ( 2x Kanikabuto)
                    1 thunder: ( Bolt Penguin)
    To win:         A room made of stange cubes. Certain spots on the 
                    field have an attribute symbol on them for a boost   
                    of that attribute. Be careful to not lower a  
                    monsters stats by landing on the wrong cube that may       
                    be weak to that attribute. Light + Earth - Dark +
    Odion                                       Mp -> 750  Md -> 8
    Symbol:         Earth
    Arena:          Burning Earth
    Monsters:       5 earth  ( 2x Hitotsu-me-giant, 2x Statue of Easter   
                               Island, Rock Orge Grotto #1)
                    1 light  ( Skelengal)
                    1 fire   ( Fire Reaper)
    To Win:         The key to victory is to understand how the traps 
                    are Arranged on the map. The main trap is that is    
                    kind a close range battle. Dark + Thunder - Earth +
    Maximillion Pegasus                         Mp -> 800  Md -> 7
    Symbol:         Light
    Arena:          Imperfect Paradise
    Monsters:       2 light ( Lucky Trinket, Roguedoll)
                    2 wood  ( Ancient Tree of Enlightenment, Green 
                              Phantom King)
                    1 water ( Penguin Soldier)
                    1 earth ( Haniwa)
    To Win:         Pieces from all sides are close together on this map
                    Strategic monster placement and summon order are 
                    Vital For victory. The middle spot where the  
                    fountain is Would be a good place to stand for your 
                    attacks. Thunder + Dark - Light +
    Bandit Keith                                Mp -> 750  Md -> 8
    Symbol:         Dark
    Arena:          Treasure Trove
    Monsters:       4 dark    ( 2x Needle Ball, Barrel Dragon, Feral 
                    3 thunder ( 2x LaLa Li-oon, Steel Scorpion)
    To Win:         Ruins holding the lost royal treasure. There is 
                    Really no traps here. Just place ur monsters good or 
                    u will fall.  Light + Earth - Dark +
    AREA 4
    This is a free run area meaning u choose who u battle in what order 
    u wish.
    Shadi                                       Mp -> 850  Md -> 8
    Symbol:         Light
    Arena:          Limitless Sanctuary
    Monsters:       2 wind  ( One Eyed Shield Dragon, Faith Bird)
                    2 light ( Skelengal, Lucky Trinket)
                    2 fire  ( Launcher Spider, Charubin the Fire Knight)
                    1 earth ( Hitotsu-Me Giant) 
    To Win:         You must split up you positions, and the distances 
                    to enemy units are short. Place pieces carefully. 
                    also your symbol starts in the middle so get it to 
                    safety. Dark - Thunder + Light +
    Yami Bakura                                 Mp -> 800  Md -> 8
    Symbol:         Dark
    Arena:          Wicked Ceremonial Site
    Monsters:       4 dark    ( Pumpking-the King of Ghosts, Feral Imp,
                                Tri-Horned Dragon, Needle Ball)
                    3 thunder ( Bolt Penguin, LaLa Li-oon, Mega 
    To Win:         Study the map to determine the optimal route to 
                    advance your army, and the best places to engage in
                    battle. The center skull will light up after a few
                    turns giving dark a boost. Light + Dark + Earth - 
    Yami Marik                                  Mp -> 900  Md -> 7
    Symbol:         Wind
    Arena:          Corridors of Madness
    Monsters:       3 wind    ( Twin Headed Behemoth, Winged Dragon-
                                Guardian of the Fortress #2, Wicked
                                Dragon with the Ersatz Head)
                    2 fire    ( Blast Juggler, Megasonic Eye)
                    1 dark    ( Ryu-Kishin)
                    1 thunder ( Two Mouth Darkruler)
    To Win:         When a piece lands on a space, the corresponding
                    ground on the opposite side will sink. If you land
                    on a sinked space you will take damage of about 50
                    I think. Wood + Wind + Water -
    Ishizu Ishtar                               Mp -> 900  Md -> 7
    Symbol:         Wind
    Arena:          Crimson Valley
    Monsters:       2 dark  ( 2x Ryu-Kishin)
                    2 wind  ( Sky Dragon, Kazejin)
                    1 wood  ( Kamakiriman)
                    1 earth ( King Tiger Wanghu)
    To Win:         Key to victory here is to understand how the traps
                    are arranged on the map. Wood + Wind + Water -
    Seto Kaiba                                  Mp -> 850  Md -> 8
    Symbol:         Light      
    Arena:          City of Redemption
    Monsters:       4 light ( 2x Skelengal, Gyakutenno Megami, Blue 
                              Eyes White Dragon)
                    2 earth ( Battle Ox, Mystic Horseman)
                    1 fire  ( Megasonic Eye)
    To Win:         Study the map to determine the optimal route to 
                    advance your army, and the best places to engage
                    in battle.
    AREA 5
    This area requires u to duel in a given order so be careful.
    Maximillion Pegasus                         Mp -> 950  Md -> 9
    Symbol:         Light
    Arena:          Shrine of Chaos
    Monsters:       3 light   ( Carot Idol, Magician of Faith, Lucky  
                    2 water   ( White Dolphin, Jellyfish)
                    2 thunder ( 2x Oscillo Hero #2)
                    1 wood    ( Arsenal Bug)
                    1 dark    ( Illusionist Faceless Mage)
    NOTE: Pegasus has two different sets of monsters. In area 3 u get 
    one set. But when u face him here make sure u win the card select 
    and then choose to go second. Then choose the side he would normally 
    choose and u get his second set. This is the only way to get 
    (Oscillo Hero #2, Arsenal Bug, Jelly Fish, and Illusionist Faceless 
    To Win:         The attribute of the ground changes depending on 
                    which emblem the symbol lands on. Use this to your  
                    advantage. Light + Thunder + Dark -
    Ishizu Ishtar                               Mp -> 860  Md -> 9
    Symbol:         Light
    Arena:          Neverending Site
    Monsters:       5 light  ( Petit Angel, Mystical Elf, Ocubeam, 
                               Genin, Fiend Reflection #2)
                    3 wind   ( Lesser Dragon, Tyhone, Faith)
    To Win:         Study the map and place your monsters carefully.
                    Light + Thunder + Dark -
    Yami Marik                                  Mp -> 900  Md -> 8
    Symbol:         Fire
    Arena:          Fire Mountain
    Monsters:       4 fire  ( 2x Firegrass, Crimson Sunbird, Molten   
                    2 earth ( Mega Zowler, Crawling Dragon)
                    1 wind  ( Twin Headed Behemoth)
    To Win:         Place monsters carefully. After a few turns the 
                    volcano explodes and a lava put appears causing 
                    damage to all pieces but fire pieces that touch it. 
                    A few turns later it rains and reduces the damage. 
                    Be careful. Water + Fire + Wood -
    Shadi                                       Mp -> 999  Md -> 8
    Symbol:         Dark
    Arena:          Sealed Sanctuary
    Monsters:       4 dark    ( Kuriboh, Needle Ball, Ushi Oni, Terra 
                                the Terrible)
                    2 thunder ( Mega Thunderball, Thunder Dragon)
                    1 fire    ( Tyhone #2)
    To Win:         All attributes are here. Beware the dragon which 
                    randomly damages a specific attribute.
                    Dark + Light + Earth -
    Seto Kaiba                                  Mp -> ~  Md -> 10
    Symbol:         Light 
    Arena:          Aerial Palace
    Monsters:       3 light  ( 2x Blue Eyes White Dragon, Skull 
                    2 water  ( Grappler, Suijen)
                    2 fire   ( Meteor B. Dragon, La Jinn the Mystical 
                               Genie of the Lamp)
                    1 wind   ( Lesser Dragon)
                    1 earth  ( Destroyer Golem)
    To Win:         A 50+ spot for every attribute is here. 
                    It turns from light to dark. For a 50+ dark Wait 
                    till it turns nite. Light + Thunder + Dark -
                                 Card List
    Monster card List = 200 Cards
                                  LIGHT   24
    1. Happy Lover
       Spa: Heart Beam (Lvl 2)
         3 use SPA AP 80
         heal for 30 pp one monsters
    2. Skelengel
    3. Magician of Faith 
       Spa: Breath of Light (lvl 1)
         3 use Spa ap 80 
         Changes the map Attribute Effect Rate Affecting the target to    
         0% Last 1 turn. 
    4. Time Wizard 
    5. Prisman
    6. Genin   
       Spa: Place of Light (Lvl 3)
         3 use SPA Ap 75
         Raise light attribute by 10% last 1 turn
    7. LaMoon
    8. Dark Witch 
    9. Lucky trinket 
    10. Seiyaryu 
    11. Petit Angel 
        Spa: Place of Light (Lvl 3)
          3 use Spa AP 200
          raise light attribute by 15% last 2 turns
    12. Fairy's Gift
    13. Rogue Doll
    14. Fiend Reflection #2
        Spa: Shine of Dark (lv 2)
          2 use spa ap 180          
          Increase DF of target 20% last 1 turns
    15. Ocubeam 
    16. Giltia the D. Knight-win game      
    17. Mystical Elf
    18. Luminous Soldier 
    19. Skull Guardian 
        Spa: Impenetrable Charm (Lvl 2)
          2 use spa Ap 220  510
          increase own DF by 40 last 1 turn
    20. Gyakutenno Megami
    21. Blue-Eyes White Dragon
        Spa: White Lightning (Lvl 2)
          1 use Spa Ap 200
          Damage all enemies in range
    22. Shining Friendship 
        Spa: Friends again  
          2 use spa ap 400 
          Helps all pieces within effect range, both friend and foe, 
          recover 80pp
    23. Carat Idol  
    24. Blue-Eyes Ultimate Dragon
        Spa: Neutron blast attack(lv1)
          1 use Spa Ap 350       
          damage all enemies in range
                               DARK   28 
    1. Kuriboh                        
       Spa: Perfect Block (Lvl 4)
         2 use spa ap 150
         Neutralizes an enemy attack for 1 time only
    2. Feral Imp
    3. Needle Ball
       Spa: Needle Shower    
         1 use spa ap 230
         Inflicts damage on all on map friend and foe.
    4. Right Leg of the Forbidden One
    5. Left Leg of the Forbidden One
    6. Right Arm of the Forbidden One
    7. Left Arm of the Forbidden One
    8. Exodia the Forbidden One 
    9. Ryu-kishin
    10. Curse of Dragon
        Spa: Dark Judgement (lvl 2)
    11. Illusionist Faceless Mage
    12. Terra the Terrible
    13. Ryu-kishin powered
    14. Pumpking the King of Ghosts
        Spa: Shine of Dark (lv 2)
          3 use spa ap 200
          reduce the earth attribute 20% last 2 turns 
    15. Summoned Skull 
        Spa: Lightning strike (lv 3)
          1 use spa ap 220
          inflict damage on all enemies in range
    16. Ushi Oni
    17. Zoa
        Spa: Metalmorph (lvl 3)
          2 use spa ap 185
          Increase its own def by 61 pts. Last 1 turn
    18. Dark Magician Girl
        Spa: Dark Burning Attack (Lvl 3) 
          Inflict damage on friend/foe
          2 use spa ap 300
    19. Tri-Horned Dragon  
    20. Red-Eyes B. Dragon- Win Game
    21. Slot Machine
    22. Barrel Dragon                  
        Spa: Dark Contract (Lvl 3)
          2 use spa ap 200 
          Increase AT of all friendly dark monsters within range30
    23. Dark Magician
    24. Metalzoa
        Spa: Metalmorph (lvl 2)
          2 use spa ap 250
          Increases its own def by 76 pts. Lasts 2 turns.
    25. Red-Eyes B. Metal Dragon 
        Spa: Flash flare blast (lv 3)
          2 use spa ap 300
          damage 1 enemy monster regardless of enemy DF
    26. Magician of Black Chaos
        Spa: Chaos Scepter Blast (lvl 3)
          1 use spa ap 340
          Inflicts damage on all enemies within range
    27. Gate Guardian
    28. Summoned Lord Exodia
        Spa: Obliterate (lv1)
          1 use spa ap 360
          damage friend and foe
                                  Rare Cards
    Win the game to get these cards at random. Note> You only get 3 each 
    time you beat the game so u may need to beat it multiple times to get 
    all the cards in the game. Unless you CHEAT!!! And use gameshark or 
    codebreaker. Oh yea did you know that by using gameshark u void your 
    warrenty with sony cuz it may delete ur dvd drivers. :)
    1.	Giltia the D. Knight
    2.	Red Eyes B. Dragon
    3.	Rigras Leever
    4.	Fortress Whale
    5.	Super War-Lion
    6.	Javelin Beetle
    7.	Dungeon Worm
    8.	Sanga of the Thunder
    9.	Celtic Guardian -> This one you must surrender 20+ times in area 
    3 and 4 then he is for sell in grandpa's shop.
    10. Sinister Serpent -> Have 50+ water monsters and then it will 
                               go up for sell at grandpa's.
    11. Firewing Pegasus -> After 10+ hours of play and in area 2.
       12. Crow Goblin -> Grandpa's shop 2 less than 10 wind monsters.
                                 Fusion List
     Blue Eyes Ultimate Dragon --> Fuse 3 Blue Eyes Lvl 2 ap 650 to Fuse.
     Metalzoa --> Fuse Zoa lvl 2 with Steel Scorpion lvl 3
     Gate Guardian --> Fuse Sanga, Kazejin, Suijin all lvl 3
     Summoned Lord Exodia --> Fuse all Exodia parts lvl 2 ap 450 - 500
     Dark Fire Dragon --> Fuse Firegrass lvl 3 with Petit Dragon lvl 5
     Flame Swordsman --> Fuse Masaki with Flame Manipulator lvl 4 
     Flying Penguin --> Fuse Penguin Knight with Penguin Soldier lvl 3
     Rabid Horseman --> Fuse Mystic Horseman with Battle Ox
     Millennium Golem --> Fuse Destroyer Golem with Statue of Easter Island
     Thousand Dragon --> Fuse Baby Dragon with Time Wizard lvl 5
     Harpie Lady Sisters --> Fuse Harpie Lady x3 lvl 2
     Metal Dragon --> Fuse Lesser Dragon with steel Ogre Grotto #1 lvl 3
     Gaia the Dragon Champion --> Fuse Gaia TFK with curse of Dragon lvl 3
     Kwagar Hercules --> Fuse Hercules Beetle and Kuwagata Alpha lvl 3
     Kaminari Attack --> Fuse Mega Thunderball with Ocubeam lvl5
     Cyber Saurus --> Fuse Twin Headed King Rex with Blast Juggler lvl 5
     Twin-Headed Thunder Dragon --> Fuse Thunder Dragon x2 lvl 4
                                Evolution List
     Dark Witch --> Evolve from Lamoon lvl 4
     Shinning Friendship --> Evolve from Petit Angel lvl 5
     Ryu-Kishin Powered --> Evolve from Ryu-Kishin lvl 5
     Red-Eyes B. Metal Dragon --> Evolve from Red-Eyes B. Dragon
     Magician of Black Chaos --> Evolve from Dark Magician lvl 4
                                 Field Power Dark 60
     Fireyarou --> Evolve from Flame Manipulator lvl 3
     Manga Ryu-Ran --> Evolve from Ryu-Ran lvl 2
     Penguin Knight --> Evolve from Penguin Soldier lvl 3 Water field 
                        Bonus 40
     High Tide Gyojin --> Evolve from root water lvl 5 or 6
     Hyosube --> Evolve from Psychic Kappa lvl 5 or 6
     Rock Spirit --> Evolve from Haniwa lvl 5
     Mon Larvas --> Evolve from Larvas
     Hunter Spider --> Evolve from Kumootoko lvl 4
     Larvae Moth --> Evolve from Petit Moth lvl 3
     Great Moth --> Evolve from Larvae Moth lvl 3 wood field 
                    bonus 30
     Perfect Ultimate Great Moth --> Evolve from Great Moth wood
                                     Field bonus 40
     Trent --> Evolve from Ancient Tree of Enlightenment on wood field
               bonus 50 
     Tripwire Beast --> Evolve Electric Lizard lvl 6
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