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Yu-Gi-Oh! World Championship 2008
Faq/Walkthrough
Version: 0.7
[email protected]

====================
=Table of Contents =
=1. Introduction   =
=2. Walkthrough    =
=3. Pack Unlocking =
=4. Thanks to...   =
====================

~~~~~~~~~~~~~~~~~
~1. INTRODUCTION~
~~~~~~~~~~~~~~~~~

General notes... Well, I should note that I am no Yu-Gi-Oh expert and I
haven't won 100s of tournaments, gone to the finals, or even watched
the show much. I just enjoy the videogame, and this is my way of
helping people out who need some guidance with the game's unlocking.

As of this version this guide is still under construction and only
covers about one-sixth of the games materials. Thank you.

~~~~~~~~~~~~~~~~
~2. WALKTHROUGH~
~~~~~~~~~~~~~~~~
==========================
=Walkthrough Introduction=
==========================

When starting the game first you'll need to select your countries flag,
this doesn't have any real change except what flag you'll appear under
online.

You'll then get to put in your gender, hairstyle and face. You can
change your hair color in options, so you don't need to worry if you
like the style and not the color.

Anyways, after that you'll see two options: Duel World or World
Championship. Duel World is the 'story mode' and World Championship is
more like the previous version of the game (2007) where it is just menu
navigation and selecting duelists... They aren't mutually exclusive at
all, they are very connected, doing things in one will unlock things in
another; for instance several times in Duel World (DW) you'll beat a
duelist several times and it'll unlock another Duelist in World
Championship. Mostly the reward you are looking for is packs.

Just one thing, if you're cheating (IE unlocking everything at once)
this guide isn't really for you. This guide is for those who are going
through the game using what limited cards they have available at the
time.

On Passwords; in the card shop you can put in passwords from physical
cards to buy them in game for DP (the money in the game - Duel Points).
You have to have the pack they are in to use the password, so it is of
limited usefulness in this version.

On tricks, there is one 'trick' that I am apprehensive to call a cheat
or not; if you go into Wi-fi mode and look on the leaderboards you can
download a 'ghost' which is basically a deck from an opponent; there is
occasionally someone who has hacked/cheated/etc to get an absurdly high
ranking (50000+), they are basically there for people to farm DP off of
because of the insane number of DP you get from beating them easily
(they usually have terrible/instant lose decks). Whether you use this
or not is up to you, it makes the game easier, but is not required. I
should note, he/she isn't there all the time and you may have to check
daily before he/she shows up if at all ever again. I should note, as of
this first version I did start using this 'trick', but all the advice
should still be valid it just may take you longer to get said card; but
for the time being it makes writing this guide much easier and contain
much more valuable information than if I hadn't used it.

=========================================
=Introduction to World Championship Mode=
=========================================
Ok first, go into World Championship to see several options: Free Duel,
Communications Menu, Friend Menu, Duelist Menus, Shop, Tutorial, and
Options.

Free Duel is where you can battle duelists; right now it'll be fairly
empty until you unlock additional ones in DW.

Communications Menu is the online section, you can play online;
configure your Wi-Fi settings, etc... Of note, every day you can download
a new card each day, view leaderboards, download duel puzzles, download
duelists you can battle/use as tag partner (Jaden Yuki and White
Magician Pikeru), and then download special forbidden card lists. If
you can get online I would download everything, they add a lot to the
game and Jaden is probably one of the best tag partners and he has a
deck that can world very well if he gets a good hand.

Friend Mode is where you put in others friend codes and find your own
to get a circle of your friends that can play each other online.

The Duelist Menus contains all the deck construction tools you'll need.
Deck construction has the obvious stuff. In the recipe viewer you can
view the pre-created recipes and pre-constructed decks. The card list
is fairly obvious; as you get the majority of the cards in a pack it'll
be added so you can see what cards are in the set and which you are
missing. It's good if you need another copy of a card and need to find
what set it is in or are simply a completist like me. The final is the
Forbidden/Limited list which shows you what cards you can use fewer of
or not at all.

The shop has the packs you can buy; you have 6 packs unlocked right now
and 1500 DP for free. The other is Password which I covered briefly;
it's pretty self-explanatory as well.

Tutorial teaches you to play the game, run through this if you're new,
as I won't cover the basics of playing the game. This also contains the
downloadable duel puzzles... if you have well, downloaded them... It also
includes the glossary which explains general game terms and some basic
tips on using some cards.

The last is options, here you can configure your characters look,
change their battle phrases and see your record. Of note, you do have
one alternate outfit already (you should have a Red Uniform and Brown
Jumper.)  Also, I should note I am playing through the game with a male
character; if someone that is playing a female character could send me
the female versions of things as I go, I would appreciate it.

=========================
=Duel World Introduction=
=========================

In a different age... In a distant world... A world with duels like you've
never seen awaits your arrival...  Welcome to Duel World!

When you start the game will ask if you are experienced or not, it
doesn't change anything, it just tells you that you should go through
the tutorial.

==========================
=World 1 - World of Grace=
==========================

So you'll appear on the map, you can navigate with the D-Pad. Press B
right now to get into the game menu; here you can save (do so before
quitting), duelist menu (as before), shop (as before), options (as
before) and quitting back to the 'main' menu. In the middle you'll have
the world selection, right now you only have one (Grace), so click on
it to get back in.

Okay so look around, the map isn't very large; you'll see several
things. There is an arena, a tent, potentially several figures and
there may or may not be some ripples in the lake above the tent.

The arena is where you can use pre-constructed decks to fight against
the AI also using pre-constructed decks.

The tent is where you can pay DP to get a tip on how to continue the
'story.' Hopefully you won't need that if you're reading this (I'll pay
the 50 DP for ya!)

The figures are the main thing, these are the other duelists. They will
come and go as you beat one or do other things, but if you exit and
then re-enter they will refresh and another might show up.

The lake is something a little different, if there are ripples one or
two things could happen you might pay money and play a guessing game
for a card (varies) or you might enter into a duel with the creature in
the lake.

The duelists that'll appear right now is Nightmare Penguin, Skull
Servant, E-Hero and the lake serpent. If you approach when you can
either Duel or Talk... As far as I know talk never does anything with the
regular duelists aside from causing the duelists to refresh...

Okay but before we start beating let's take a look at your deck...
Monsters: Chamberlain of the Six Samurai, Elemental Hero Clayman, Great
Angus, Harpie Girl, 2x Queen's Knight, Renge - Gatekeeper of Dark
World, 2x Sonic Duck, Space Mambo, Tri-Horned Dragon, Black Ptera,
Decoy Dragon, 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, Dack
Factory of Mass Production, Enemy Controller, Hammer Shot, Luck Iron
Axe, Mind Control, Soul Devouring Bamboo Sword, 2x Stray Lambs, 2x
Twister
Traps: Birthright, Chain Detonation, Dust Tornado, Magic Drain, Negate
Attack, 2x Trap Hole

This deck is obviously not a happy panda; there are some gems, but they
are definitely buried in a pile of dung. It certainly isn't impossible
to win with, and you can clear the first world with some skill/luck
(mostly luck) using it, but anytime after that you are going to be
hard-pressed to do anything with it. The main problem is this deck has
no theme and no real synergy; it's just a pile of cards that are thrown
into a deck with something of a decent ratio. It also has some frankly
useless cards in general that are only good for some very specialized
decks (Harpie Girl? C'mon).

So you're wondering probably, what should I do to improve it? Well,
simple, the game does give you some starting cash and you do have a
couple of packs available already;
White Light Ruler, Fiery Rage, Chaos Knight, Dark Legend, Dark Flare
Battle, and Ultimate Power.

I recommend taking your 1500 DP and buying as many packs of Fiery Rage
as you can (10) as it contains in my very humble opinion the best cards
to throw together a much better deck. This is not to say that the
others don't contain good cards, they all contain good cards, and for
example here are some that stick out from each for me:
White Light Ruler: Magician of Faith, Mystical Space Typhoon, and
Swords of Revealing Light.
Fiery Rage: All Exodia Pieces, Fissure, Giant Trunade, Ultimate
Offering, Royal Flush Cards
Chaos Knight: Card Destruction and Sangan
Dark Legend: Crush Card Virus, Mirror Force, Heavy Storm, Royal Decree
and Solemn Judgement
Dark Flare Battle:  Okay I lied; this one IMO doesn't have anything
particularly good, but seems to contain a good amount of 4 star and
lower monster cards with good attack power
Ultimate Power: Magic Cylinder

So as you can see, I think Fiery Rage holds the best cards; most
importantly it holds all the cards to make a Royal Flush Deck.
Basically this deck uses the Jack's Knight, Queen's Knight and King's
Knight for a fusion summon of a decently powerful monster. As you
proceed you'll probably want to pick up things from other packs, which
is good.

Anyways, so buying 10 packs of Fiery Rage (also note the game does save
as you buy so you can't reset if you don't get good cards) I end up
pulling well, nothing substantial aside from half of Exodia, another
Queen's Knight and a fissure. Regardless of what you pull, you're
pretty much guaranteed to pull out some upgrades to the starter. If you
managed to pull Alkana Knight Joker, good, but it is rather unlikely
you'll have a sufficient deck to build around it yet; but we'll build
on it.

So back to deck construction...

Okay here is what I recommend changing off the bat:
Get rid of Harpie Girl, pretty much any monster you pulled will be 3x
as powerful.
Get rid of Black Ptera, it would be a great card if it wasn't for the
fact being destroyed by battle doesn't trigger its effect (probably
because there are cards that do that much better already) and replace
it with another effect or general beatdown monster.
I'd ditch Decoy Dragon, its fair in a dragon deck with ways to dump
cards into the graveyard but I'ts way too circumstantial right now.
Get rid of Broken Bamboo Sword and Soul Devouring Bamboo Sword, it has
an awesome effect but it kills itself and is a pain to get out with our
current cards anyways.
Other Cards to consider replacing/upgrading/ditching: Chain Detonation,
Twister, Hammer Shot.

Basically look through what the deck contains and then what you have,
if you see any upgrades, just do it, we don't have a lot to work with
right now. I basically emptied the deck and started over from scratch,
it's up to you if you want to do the same or not. Two quick tips on
general deck design; first, don't have more than 40 cards, it's better
to be able to draw what you need quickly then waiting forever. Second,
try to maintain a good ratio of monsters to spells to traps. I
generally use 20 or so monsters, 10ish spells, and whatever left for
traps. This isn't a rule, and many decks use fewer or more depending on
what kind of deck it is. Also, remember not to load up on too many
monsters that require sacrificing, that can really bite you in the butt
if you get a bad draw with just them in your hand.

Also if you're wondering how to save decks and whatnot, you click the
bottom in the top left of the screen (the notepad and pencil) for the
options like saving decks, renaming them, emptying them, etc...

Anyways, here is what my deck ended up looking like, right now with my
limited options and quite a few equipment cards I'm just going for a
general beat-down and hopefully stalling my opponent if they get out
something big. I doubt you can use it as is, but maybe it'll help give
you some ideas.
Monsters (20): 3x Celtic Guardian, Chamberlain of the Six Samurai,
Elemental Hero Clayman, Great Angus, 3x Queen's Knight, Renge -
Gatekeeper of the Dark World, 2x Sonic Duck, Space Mambo, Tri-Horned
Dragon, Goblin Elite Attack Force, Gyroid, Iron Blacksmith Kotetsu,
Majestic Mech - Ohka, Swift Birdman Joe, and Vortex King
Spells (13): Axe of Despair, Back to Square One, Dark Factory of Mass
Production, Enemy Controller, Fissure, Hammer Shot, Horn of Light,
Lucky Iron Axe, 2x Malevolent Nuzzler, Mind Control, Rush Recklessly,
and Stop Defense
Traps (7): Birthright, Dust Tornado, Magic Drain, 2x Negate Attack, and
2x Trap Hole

Okay that's the just of that; what to first? We'll I recommend doing
the arena pre-constructs. I would do all of them until you win, you'll
earn DP and have a fair chance of winning, you'll unlock a couple of
things, and you'll learn to play if you're new. Unfortunately, the
decks aren't great, and there is a chance you'll just end up with a
terrible matchup and lose quickly (or end up decking out very slowly),
on the other hand the same can play to your advantage!

Regardless, I provided the advice before on a starter deck so you can
go ahead and start playing; but for the sake of this tutorial let's
just go forward and defeat all the structure decks at the coliseum.
This may take awhile, but don't give up, if you lose just move onto the
next deck until you get back to it. I can't really offer any specific
advice except to look at the cards in each deck beforehand (by looking
in the recipe viewer and going to sample recipes) to know what to
expect and how to use each deck; it'll help more than you think just
knowing what cards are in each and what you need to get out to win.
The match-ups are random, so if you pick the same deck again you'll
potentially get a different opponent. Here is the card list of each if
you need it or it helps for all 13(P.S. You can't use structure decks
until you have all the cards that go in them, which makes them pretty
useless):

Dragon's Roar: 2x Luster Dragon, 1x Red-Eyes B. Dragon, 2x Armed Dragon
Lv3, 2x Armed Dragon Lv5, Elemental Dragon, 3x Masked Dragon, Red-Eyes
B. Chick, Red-Eyes Darkness Dragon, Twin-Headed Behemoth, 2x Creature
Swap, Heavy Storm, Mystical Space Typhoon, 2x Nobleman of Crossout, Pot
of Greed, Premature Burial, 2x Reload, Snatch Steal, 3x Stamping
Destruction, Swords of Revealing Light, The Graveyard in the Fourth
Dimension, Call of the Haunted, Ceasefire, Curse of Anubis, 2x Dragon's
Rage, 2x Interdimensional Matter Transporter, Reckless Greed, The
Dragon's Bead, Trap Jammer

Zombie Madness: Master Kyonshee, Dark Dust Spirit, 2x Despair from the
Dark, Double Coston, 3x Pyramid Turtle, 2x Regenerating Mummy, 2x Ryu
Kokki, Soul-Absorbing Bone Tower, Spirit Reaper, Vampire Genesis,
Vampire Lady, Vampire Lord, 2x Book of Life, 3x Call of the Mummy, Card
of Safe Return, 2x Creature Swap, Giant Trunade, Heavy Storm, Mystical
Space Typhoon, Nobleman of Crossout, Pot of Greed, 2x Reload, Snatch
Steal, 3x Compulsory Evacuation Device, Dust Tornado, Magic Jammer,
Reckless Greed, Torrential Tribute

Blaze of Destruction: Infernal Flame Emperor, Great Angus, Blazing
Inpachi, 3x UFO Turtle, Little Chimera, 2x Inferno, Molten Zombie, 2x
Solar Flare Dragon, 2x Ultimate Baseball Kid, Raging Flame Sprite,
Thestalos the Firestorm Monarch, Gaia Soul the Combustible Collective,
Fox Fire, Snatch Steal, Mystical Space Typhoon, 2x Molten Destruction,
Nobleman of Crossout, Premature Burial, Pot of Greed, Tribute to the
Doomed, Heavy Storm, Dark Room of Nightmare, Reload, 2x Level Limit -
Area B, Necklace of Command, Meteor of Destruction, 2x Dust Tornado,
Call of the Haunted, Jar of Greed, Spell Shield Type-8, 2x Backfire

Fury from the Deep: Ocean Dragon Lord - Neo-Daedalus, 7 Colored Fish,
Sea Serpent Warrior of Darkness, Space Mambo, 3x Mother Grizzly, Star
Boy, Tribe-Infecting Virus, 2x Fenrir, Amphibious Bugroth MK-3, Levia-
Dragon - Daedalus, Mermaid Knight, Mobius the Frost Monarch, Unshaven
Angler, Creeping Doom Manta, Snatch Steal, Mystical Space Typhoon,
Premature Burial, Pot of Greed, Heavy Story, 3x A Legendary Ocean,
Creature Swap, 2x Reload, 2x Salvage, Hammer Shot, Big Wave Small Wave,
Dust Tornado, Call of the Haunted, 2x Gravity Bind, Tornado Wall,
Torrential Tribute, Spell Shield Type-8, Xing Zhen Hu

Warrior's Triumph: Gilford the Legend, Warrior Lady of the Wasteland,
Dark Blade, Goblin Attack Force, 2x Gearfried the Iron Knight, Swift
Gaia the Fierce Knight, Obnoxious Celtic Guard, Command Knight, 2x
Marauding Captain, Exiled Force, D.D. Warrior Lady, Mataze the Zapper,
Mystic Swordsman Lv2, Mystic Swordsman Lv4, Ninja Grandmaster Sasuke,
Gearfried the Swordmaster, Armed Samura - Ben Kei, Divine Sword -
Phoenix Blade, Snatch Steal, Mystical Space Typhoon, Giant Trunade,
Lightning Blade, Heavy Storm, 2x Reinforcement of the Army, The Warrior
Returning Alive, Fusion Sword Murasame Blade, Wicked-Breaking Flamberge
- Baou, Fairy of the Spring, 2x Reload, Lightning Vortex, Swords of
Concealing Light, Release Restraint, Call of the Haunted, Magic Jammer,
Royal Decree, Blast with Chain

Spellcaster's Judgment: Dark Eradicator Warlock, Mythical Beast
Cerberus, Dark Magician, Gemini Elf, 2x Magician of Faith, 2x Skilled
Dark Magician, 2x Apprentice Magician, Chaos Command Magician, Breaker
the Magical Warrior, Royal Magical Library, Tsukuyomi, Chaos Sorcerer,
White Magician Pikeru, Blast Magician, Ebon Magician Curran, Rapid-Fire
Magician, Magical Beast, Mystical Space Typhoon, Nobleman of Crossout,
Premature Burial, Swords of Revealing Light, Mage Power, Heavy Storm,
Diffusion Wave-Motion, Reload, Dark Magic Attack, Spell Absorption,
Lightning Vortex, 2x Magical Dimension, Mystic Box, Nightmare's
Steelcage, Call of the Haunted, Spell Shield Type-8, Pitch-Black Power
Stone, Divine Wrath, Magic Cylinder

Invincible Fortress: Exxod Master of The Guard, Great Spirit, 3x Giant
Rat, Maharagi, Guardian Sphinx, 2x Gigantes, Stone Statue of the
Aztecs, Golem Sentry, Hieracosphinx, Criosphinx, 2x Moai Intercepter
Cannon, Megarock Dragon, Guardian Statue, Medusa Worm, Sane Moth,
Canyon, Mystical Space Typhoon, Premature Burial, Swords of Revealing
Light, 2x Shield & Sword, Magical Mallet, Hammer Shot, Ectoplasmer,
Brain Control, Shifting Shadows, Waboku, Ultimate Offering, 2x Magic
Drain, Robbin' Goblin, 2x Ordeal of a Traveler, Reckless Greed, 2x
Compulsory Evacuation Device

Lord of the Storm: Simorgh Bird of Divinity, Sonic Shooter, Sonic Duck,
Harpie Girl, Slate Warrior, 2x Flying Kamakiri #1, 2x Harpie Lady
Sisters, Bladefly, Birdface, Silpheed, Lady Ninja Yae, Roc from the
Valley of Haze, Harpie Lady 1, Harpie Lady 2, Harpie Lady 3, Swift
Birdman Joe, Harpie's Pet Baby Dragon, Card Destruction, Mystical Space
Typhoon, Nobleman of Crossout, 2x Elegant Egotist, Heavy Storm, Reload,
2x Harpies' Hunting Ground, Triangle Ecstasy Spark, Lightning Vortex,
Hysteric Party, Aqua Chorus, Dust Tornado, Call of the Haunter, Magic
Jammer, Dark Coffin, Reckless Greed, Sakuretsu Armor, Ninjitsu Art of
Transformation, Icarus Attack

Dinosaur's Rage: Super Conductor Tyranno, Kabazauls, Sabersaurus, Mad
Sword Beast, 2x Gilasaurus, Dark Driceratops, 2x Hyper Hammerhead,
Black Tyranno, Tyranno Infinity, 2x Hydrogeddon, Oxygeddon, Black
Ptera, Black Stego, Ultimate Tyranno, Miracle Jurassic Egg,
Babycerasaurus, Big Evolution Pill, Tail Swipe, Jurassic World, Sebek's
Blessing, Riryoku, Mesmeric Control, Mystical Space Typhoon, Megamorph,
Heavy Storm, Lighting Vortex, 2x Magical Mallet, Hunting Instinct,
Survival Instinct, Volcanic Eruption, Seismic Shockwave, Magical Arm
Shield, Negate Attack, Goblin Out of the Frying Pan, Malfunction,
Fossil Excavation

Machine Re-Volt: Ancient Gear Gadjiltron Dragon, Ancient Gear
Gadjiltron Chimera, Ancient Gear Engineer, Boot-Up Soldier - Dread
Dynamo, Mechanicalchaser, Green Gadget, Red Gadget, Yellow Gadget,
Cannon Soldier, Gear Golem the Moving Fortress, 2x Heavy Mech Support
Platform, Ancient Gear Golem, Ancient Gear Beast, Ancient Gear Soldier,
2x Ancient Gear, Ancient Gear Cannon, Ancient Gear Workshop, Ancient
Gear Tank, Ancient Gear Explosive, Ancient Gear Fist, Ancient Gear
Factory, Ancient Gear Drill, Ancient Gear Castle, Mystical Space
Typhoon, Limiter Removal, Heavy Storm, Enemy Controller, Weapon Change,
Machine Duplication, Pot of Avarice, Stronghold the Moving Fortress,
Ultimate Offering, 2x Sakuretsu Armor, Micro Ray, Rare Metalmorph,
Covering Fire, Roll Out!

Surge of Radiance: Dunames Dark Witch, Absorbing Kid from the Sky, 2x
Airknight Parshath, 1x Bountiful Artemis, Freya Spirit of Victory,
Gellenduo, Guardian Angel Joan, Harvest Angel of Wisom, Layard the
Liberator, Meltiel Sage of the Sky, Neo-Parshath the Sky Paladin, Nova
Summoner, Radiant Jeral, Royal Knight, 2x Shining Angel, Soul of Purity
and Light, The Angel of Force - Mars, Voltanis the Adjudicator, Cestus
of Dagla, Heavy Storm, Lightning Vortex, Magical Mallet, Mystical Space
Typhoon, Nobleman of Crossout, Premature Burial, Terraforming, The
Sanctuary in the Sky, Aegis of Gaia, Beckoning Light, Divine Wrath,
Magic Jammer, 2x Negate Attack, Seven Tools of the Bandit, Solemn
Judgement, Widespread Ruin

Curse of Darkness: 2x Axe Dragonute, Diabolos King of the Abyss, 3x
Giant Orc, Goblin Zombie, Lick Lord King of the Underworld, 2x Malice
Doll of Demise, Mask of Darkness, Mist Archfiend, Mystic Tomato, Plague
Wolf, Prometheus King of the Shadows, Spirit Reaper, 2x Stealth Bird,
2x Ectoplasmer, Giant Trunade, Heavy Storm, Magical Mallet, Megamorph,
Mystical Space Typhoon, Nightmare's Steelcage, Nobleman of Crossout,
Pot of Avarice, Recurring Nightmare, Shield Crush, Sword of Dark Rites,
Crush Card Virus, Dark Mirror Force, 2x Deck Devastation Virus, 2x
Dimension Wall, Eradicator Epidemic Virus, Just Desserts, Magic
Cylinder

Rise of The Dragon Lords: Darkblaze Dragon, Decoy Dragon, Different
Dimension Dragon, Felgrand Dragon, Flame Ruler, Guardian Angel Joan,
Herald of Creation, 2x Kaiser Sea Horse, Majestic Mech - Goryu, 2x
Masked Dragon, Morphing Jar, Night Assailant, Spirit Reaper, The
Creator, The Creator Incarnate, Tyrant Dragon, Yamata Dragon, A
Wingbeat of Giant Dragon, Card of Safe Return, Foolish Burial, Lighten
the Load, Lightning Vortex, 2x Mausoleum of the Emperor, Mystic Wok,
Premature Burial, Riryoku, Terraforming, The Shallow Grave, Trade-In,
Twister, Call of the Haunted, 2x Good Goblin Housekeeping,
Interdimensional Matter Transporter, Judgment of Anubis, Magic Jammer,
Malevolent Catastrophe

Now wasn't that fun? Probably not, point is you got it out of the way,
got some new stuff, and a good amount of DP (you should have around
5000.) She'll give you the Amazoness Paladin card, unlock a Duel Disk
(aptly named the Amazoness Disk), and a new CPU partner (Bastion
Misawa.) In addition, you now have 1 of every card with Amazoness in
the title. They can be made into a fair deck, but not really with one
of each. The Paladin is a fair card at this point without the synergy
simply because of its 1700 ATK.

Anyways, invest into more Fiery Rage until you pull Alkana Knight
Joker... I unfortunately spent all my DP and didn't manage to grab it, if
you did you should still try to get 2-3 of the Jack/Queen/King's Knight
if you don't (and you probably don't) but maybe you're luckier than I
am. Obviously the combination is pretty simple, you want to fuse them
together to form the Joker (no and not the Bantam one.) Although it'll
need more synergy to be effective, and most importantly a way to do the
actual fusion; fortunately Polymerization is in the Dark Legend pack we
already have and should be much easier to get... So shuffle your deck
around with your new cards and we can finally get to the meat of the
game!

Alright the rundown is in general, we want to beat each regular duelist
five times to unlock the CPU companion, and then we beat that person
five times and eventually we'll unlock some packs; but let us take it
step by step. Here in world one, we have at the moment 5 available
dueling partners; Nightmare Penguin, Birdman Guy, Skull Servant Lord
Guy, Plant Guy, and the Sea Monster in the lake.

In general, you'll want to focus your attention on the lake whenever
you see ripples and do an event there (you'll either get in a duel or a
mini-game); after you have beaten him 5 times you don't have to worry
about it anymore for now. We just want to get it out of the way,
because it'll be much more annoying to find the sea monster 5 times
later when you are rounding out your collection.

I should tell you that you know, there is no penalty for losing, just
don't get frustrated and give up. Also, as you earn DP you should
probably go ahead and start rounding out your collection/deck with more
from Fiery Rage or others.

The main purpose of this guide is to unlock everything, so for the
moment you should beat each opponent 5 times. You'll know when, it'll
tell you that you have unlocked a new duelist. Eventually we will want
to beat them each an addition 5 times, but I don't think it's a good
idea for the time being when it'll be much easier when we unlock a few
more packs.

Spring (Lake Event)
Throw in 100DP for a 50/50 chance of getting a card or nothing.

Coliseum (Event)
Unlock: Beat the opponent with all 13 structure decks to get 1 of eat
Amazoness card, Amazoness Duel Disk, and Bastion Misawa duelist in WC
mode.

Skull Servant
Deck: Grandpa's Deck
Deck Type: Zombie
Card List: To Come
Unlock: Beat 2 times for a card (got White Magical Hat)
Unlock: Beat 5 times to unlock King of the Skull Servants in WC mode
Notes: He has a very simple, poor deck; and any deck with fair cards
should make short work of him. He has Call of the Mummy but I haven't
seen him use it to bring out anything substantial. He seems to have a
deck comprised almost solely of zombie cards, usually for the worst
since his zombie cards for the most part, stink out loud.

Elemental Hero Knopse
Deck: Pretty Plan
Deck Type: Stall
Card List: To Come
Unlock: Beat 3 times for a card (got Elemental Hero Inferno)
Unlock: Beat 5 times to unlock Elemental Hero Lady Heat in WC mode
Notes: I don't know if stall counts as a deck type, but that is
certainly the point of it. Between Kurbiohs, sheep tokens, and other
stall tactics he plans to drag the game down as long as possible.
Fortunately, he has no real way to win the game or to significantly
lock you down, so just push the offensive and you'll eventually beat
down his actually puny defense.

Nightmare Penguin
Deck: Sweat and Tears
Deck Type: Bounce
Card List: To Come
Unlock: Beat 5 times to unlock Reaper on the Nightmare in WC mode.
Notes: Basically his deck focuses on returning cards to your hand as
frequently and annoying as possible. He will use this with a card
called Degenerate Circuit to remove them from play instead; turning it
into a removal deck instead. His deck doesn't have strong offense, but
it doesn't really matter if you can't do anything. And his monsters
have fair defense on top of it. He will play Solemn Wishes to cancel
out the life losing effect of Circuit (although taking out Circuit is
the better option), so if you can take it out at least you stand a
better chance of winning if he locks you down. His deck is overly
defensive (unless he gets out Nightmare Penguin and uses it or Abyss
Soldier), and once your punch through the rest of the match should be
easy.

Sonic Shooter
Deck: Powerful Twister
Deck Type: Wind-Type Beat-down
Card List: To Come
Unlock: Beat 3 times to unlock a new duel disk (Yellow Academy Disk)
Unlock: Beat 5 times to unlock Silpheed in WC mode
Notes: Big worry is good early drops which might clinch the game at the
beginning (like The Tricky which is a 2000 ATK special summon if you
discard one card.) And synergetic cards that boost all wind-types. So
as usual, removal is important. But if you get a nice strong creature
out he stands little chance unless he uses what little removal he has.

Kairyu-Shin (Lake)
Deck: Aquapolis
Deck Type: Water
Card List: To Come
Unlock: Beat 3 times for a card (got Pot of Greed)
Unlock: Beat 5 times to unlock Water Dragon in WC mode
Notes: Like most Water decks his deck relies on a few key cards to make
his deck work, and his deck is sorely lacking what he need to have a
good chance in an already hard to be effective deck type. My best tip
is to keep some removal at hand at all times, if he gets Legendary
Ocean + Field Barrier + Tornado Wall you'll be hard pressed to do
anything to him; I ended up having to wait until he decked himself out
once. Otherwise, his deck shouldn't prove much of a challenge if you
are selective about using your removal.

After beating each opponent 2-3 times another duelist will show up, a
man with a bat wing bludgeoning a small anthropomorphic dinosaur. He
won't disappear, so just continue to beat the other 5 duelists. After
you have done so, we have one more thing to do before continuing,
unlock our first pack.

Go into World Championship mode free duel, you should have unlocked six
opponents by now; plus the three you get automatically for a total of
nine. Basically for now we are going to beat the first three opponents
five times each.

Just a quick rundown, in WC mode, you don't unlock any extra stuff
aside from packs from beating several of them (a couple of exceptions
abound.) And the game does keep track of your number of wins and
losses, but like DW there is no penalty for losing (you even get a
smidge of DP.)

Stray Lambs
Deck: Like Two Heads?
Deck Type: Life Gain/Stall
Card List: To Come
Notes: Once again, I don't know if he qualifies for having any kind of
deck type, his deck is mostly full of random monsters with no synergy;
but he uses token generators (Stray Lambs) and life gaining cards
otherwise, but as usual with early duelists no real winning strategy.

Jerry Beans Man
Deck: D.D. Homerun
Deck Type: Beatdown
Card List: To Come
Notes: His deck focuses on removing cards from the game (if he can get
them out) and using monsters that have an attack power that is a
multiplier of number of cards removed from play. In general, if you can
prevent him from removing cards from play he'll be easy; otherwise you
may be starting at some very tough creatures.

Winged Kuriboh
Deck: Hello, Hero!
Deck Type: Neo-Spacian
Card List: To Come
Notes: His deck relies on stall tactics and Neo type cards and
returning cards from the field to your hand until he can fuse some
decently powerful cards.

At some point before beating the first three five times each you'll
probably unlock a new pack (Shocking Energy) and be going, 'What,
Already?' Unfortunately (or fortunately) this is one of the packs that
are unlocked by number of wins (in this case, 50). So ignore it (unless
you want to buy some packs from it) and continue on until you unlock
the real pack we're here for. The pack you'll get after beating the
first three five times is called My Hero and contains some decent
warrior/fusion cards (including Breaker.)

We could in theory unlock another pack, but it'll be easier shortly so
let's return to DW and approach the man beating on the dino-dude. First
talk, then select Gigobyte, and then select help, then yes. You'll have
to Ante a card, put up a good, rare card you have a second of. You'll
lose it if you lose, but we need it to move on.

Curse of Vampire
Deck: Eternal Spirit
Deck Type: Zombie
Card List: To Come
Unlock: Beat to unlock Curse of Vampire in WC mode.
Notes: Much like at least one other duelist you've encountered, he has
a zombie-ish deck that focuses on getting out one winning card; in this
case a fusion monster. He has a fair amount of fusion material
substitution and whatnot and other stall tactics. But unless he gets a
good hand, if you push your offense he shouldn't prove troublesome.

Afterwards, you'll see a scene of a gate appearing and then you'll see
it on the top-left of the map. This is how we'll move onto the next
world. For now, ignore it and return to WC mode and beat the next three
duelists five times to unlock an additional pack.

Reaper on the Nightmare
Deck: Perishing Darkfest
Deck Type: Fusion
Card List: To Come
Notes: His deck mostly focuses on stalling until he can get some
powerful monsters (such as the card of his title) or fusion monsters on
the table.

King of the Skull Servants
Deck: Rotten Spirits
Deck Type: Zombie
Card List: To Come
Notes: His deck is more like Deck Type: Skull Servant. His deck focuses
on powering up King of Skull Servants and stalling until then and then
desperately trying to keep him out, even when the card is useless. If
you remove his skull servants from the graveyard (either back to the
deck or out of game) he becomes completely gimped (even more so).

Curse of Vampire
Deck: The Curse
Deck Type: Zombie
Card List: To Come
Notes: In general, his deck is similar (same?) to his deck he used in
DW but has been toned up a bit, so expect a bit of a challenge but
similar tactics just with better cards.

After beating those three 5 times you should have 6 free duels beaten 5
times to unlock a new pack: Inhuman Creation. If you're continuing to
work on the Knight Joker deck the Command Knight from the pack is a
fine addition.

We have in theory enough duelists to unlock a third pack in WC mode,
but we could just as easily add two more with a forth of the number of
duels required; so back to DW!

Now, approach the gate, all the gates in the game basically works the
same; you'll have five challenges and have to complete at least three
of them to continue. Doing all five has a separate award (new duelist),
so let's start with the first... I should note that at this point I
switched over from the Knight Joker deck to a Gravekeepers deck, Joker
deck should be more than capable, but if you have unlocked the 100 Duel
Pack (Extreme Wisdom) you can make a fair Gravekeepers Deck using it
and it is what I recommend for the next world anyways (although the
Joker deck continues to get better with new packs as well). Of course,
you're free to use whatever deck you want and tweak as you please; so I
digress, let's continue! As usual, we are going to beat all five for
maximum rewards (you don't need to beat each five times, just each deck
once).

Green Guardian - Embust
Deck: Open and Close
Deck Type: Mask
Card List: To Come
Notes: His deck uses the mask type cards for some combat control.
Reducing attack power, making you pay life each turn, etc... Fortunately,
his monster cards are pretty weak (as well, the mask type cards aren't
exactly top tier.) Just keep up the offense to overcome his defensive
cards.

Green Guardian - Embust
Deck: Wiggling Beings
Deck Type: Insect
Deck List: To Come
Notes: He uses typical insect strategies, turns your cards into
insects, and makes himself immune to insect attacks while injecting
cards into your deck that will hurt you into you. Holding back some
spell/trap removal or a heavy storm will clinch the match for you. The
meanest creature you'll probably see from him will be Chainsaw Insect
which has 2400 ATK, but you draw a card when it attacks you (or you
attack it); so it's give and take.

Green Guardian - Embust
Deck: Calm Spirits
Deck Type: Spellcaster
Deck List: To Come
Notes: This deck uses the elemental charmer cards flip effects to take
control of the cards on your side of the field. And then can special
summon enhanced versions (Familiar Posessed) of the basic charmer
cards. The downside is they have to match up to an element, and if you
don't have a creature of the proper element they can't control it, and
if you simply kill off the creature controlling yours, you get it back.
So as usual with these cruddy decks, just push your offense as much as
possible, even if they get five monsters out, they really can't grab
anymore of yours effectively, can they?

After the third duel you'll automatically proceed to the next world; so
save and go back to the gate on the first world (you can select the
world on the menu of course.)

Green Guardian - Embust
Deck: Silent Memory
Deck Type: Beatdown/Monarch
Deck List: To Come
Notes: His deck is very offensive, and reasonably effective with the
Monarchs. He typically plays Macro Cosmos (even though I don't think he
is running Helios) to remove cards from the game when they go to the
graveyard, removing the standard fetching cards from effectiveness.
Nullifying traps/spells with the Frost Monarch and keeping D.D.
Survivor in play pretty much as long as Macro Cosmos is out. I would
focus on removing Macro Cosmos to prevent his deck from maintaining
full effectiveness and saving removal for when/if a Monarch comes out;
otherwise it should be standard fare with against some reasonably
powerful monsters.

Green Guardian - Embust
Deck: Silent Victory
Deck Type: Silent Swordsman
Deck List: To Come
Notes: His deck relies on Silent Swordsman of the varying levels and
stalling/deck thinning until he can get it out. Your best strategy is
to clear his field to prevent him tributing for level 5/7 and killing
off level 3 as soon as it comes out. Either way the card isn't that
powerful with a deck that's only focus is getting it out.

For beating him all five times you'll unlock Syrus Truesdale in free
duel in WC mode. In addition for unlocking the next world you'll get
the Rousing Chaos and Absolute Nothing packs.

Anyways, go back to world one, you'll probably see a new person on the
map in pink (Pikeru). You may have to duel a bit to see her, but when
you talk to her you can give her a cute card (I give her baby dragon
since I somehow had a couple, although use your judgment for cute
cards, be sure to send me yours that worked and I will make a list)
that will make another duelist appear (you may have to leave and come
back a few times before she appears), she looks similar but is wearing
all black (Curran). This is the final duelist for this world. The
downside is after beating her, you'll have to give a card to the first
girl again (and may have to duel to make her reappear), rinse, repeat
to beat her five times. The upside is you'll get a new pack and
duelist. My advice is to start beating the other duelists in world one
up to ten times.

Ebon Magician Curran
Deck: Super Burn
Deck Type: Burn
Deck List: To Come
Unlock: Beat 5 time to unlock Dark Magician Girl in WC mode
Notes: Typical burn deck strategy/cards. Your main strategy should be
pushing offense to get rid of his annoying monsters that burn you and
taking out her continuous trap and spell cards that enhance her direct
damage.

After beating her five times that should be the last one and you should
unlock a new duelist (Dark Magician Girl) and pack (Ultimate Light), if
you don't unlock the pack you need to go back and check (best way is to
check if you have unlocked the WC mode duelists.)

Alright, now we should have enough beatable duelists in WC mode to
unlock one final pack before actually continuing to world two, so time
to do some more 5x dueling.

Dark Magician Girl
Deck: Magic School
Deck Type: Spellcaster/Magician
Card List: To Come
Notes: Main focus on magician-type cards, Dark Magician, Dark Magician
Girl type cards, and even rituals like Magician of Black Chaos. She
uses a good amount of spell-cards to help fuel some of her cards that
allow her to special summon dark magician. You're spells help as well,
but as long as the token gatherers don't reach their key amount, it
doesn't really matter. Otherwise, her deck has some simple stall
tactics but relies mostly on weak monsters until she can get the big
guys out.

Elemental Hero Lady Heat
Deck: Enchanting Rhythm
Deck Type: E-Hero
Card List: To Come
Notes: This duelist is on the next tier, and is the kind of duelist you
should expect in the coming worlds. If you can't beat her, don't worry
about it and just come back later to unlock the next pack, she is a
huge increase in challenge from the previous duelists. Her deck is E-
Hero and actually works fairly well; she fetches fusion monsters with
various cards and gets out some very nasty beat-down.

Silpheed
Deck: One-Step Wind
Deck Type: Wind-Beatdown
Card List: To Come
Notes: Typical element-themed deck. This one relies on wind-type
monsters and enhancing all monsters with the quality. Generally the
card you most need to be aware of is Raiza the Storm Monarch which will
return a card from the field to the top of deck and he has a modest
2400 ATK as well. Secondary you need to deal with cards like Rising Air
Current which will increase the ATK of all his monsters by 500.
Otherwise, his deck shouldn't hold too many surprises for you at this
point.

Water Dragon
Deck: Undersea Shadows
Deck Type: Water
Card List: To Come
Notes: Typical 'stall till the big guy' deck. This one focuses on using
Hydrogeddon and Oxygeddon and a spell card (Bonding - H20) to make
Water Dragon. He has some decent removal (Lightning Vortex), Stall
(Penguin Soldier and Mist Body) and a decent beat stick who doubles as
removal (Abyss Soldier). Of course, as usual for an element-theme deck
he uses field cards as well. If you just kill off his geddons it will
make it much harder for him to get Water Dragon out. Other cards of
note are Nightmare Penguin and Mobius the Frost Monarch. As usual, the
best defense is a good offense.

After those you will unlock a new pack, Inherited Magic. Now, let's
actually move on, I'm sure you want some new scenery.

=============================
=WORLD 2 - WORLD OF SUNLIGHT=
=============================

Alright, glaringly, you'll see a few duelists across the barren
desert...next to the water... river... Nile... by the pyramid... By the
Pyramid you'll see the sphinx (we get the point...), he is a sub-gate
to get into the pyramid. But first we need to take care of the other
regular duelists out here.

As I said before, I have switched over to a gravekeeper's deck. There
is a fair chance you have the packs required to make this. The big
maybe being the 100 duel pack (extreme wisdom) which contains the
majority of the cards you need to make the deck-type. If you don't have
it, don't worry about it; just throwing out my deck advice that seems
to work well. Here is my deck list using cards currently available:

Breaker the Magical Warrior, 3x GK Assailant, 3x GK Commandant, 3x GK
Spear Soldier, 3x GK Spy, Injection Fairy Lily, 3x Mystic Tomato, 2x
Newdoria, Sangan, Fissure, Giant Trunade, Heavy Storm, Mystical Space
Typhoon, 3x Necrovalley, 2x Royal Tribute, 3x Shrink, 2x Magic Drain,
Magician's Circle, Mirror Force, 3x Rite of Spirit, Solemn Judgement.

The three regular duelists you'll see is a woman with a cape blustering
in the wind and a purple dinosaur looking like he is being hit by an
invisible force. Which is which is pretty obvious... Anyways, beat both
the standard five times.

Warrior Lady of the Wasteland
Deck: Fighting Warriors
Deck Type: Soldier
Card List: To Come
Unlock: Beat 5 times to unlock D.D. Warrior Lady in WC mode
Notes: Pretty simple warrior theme deck and may contain some good ideas
about cards to use if you are continuing to use the knight joker deck.
Otherwise, it's a pretty simple deck that relies on cards
boosting/protecting each other and beating you down.

Kabazauls
Deck: Today's Dino
Deck Type: Dinosaur
Card List: To Come
Unlock: Beat 5 times to unlock Sabersaurus in WC mode
Notes: Basically his deck is almost completely dino-type monsters and
spells/traps that rely on them. His big winner is Ultimate Tyrrano
which attacks all monsters on your side of the field and has a nice ATK
power (3000) and he has at least one method of getting it out from his
deck. He also has Super Conductor Tyranno which can do direct damage
and has a higher ATK thant the Ultimate, his main ability is he can
sacrifice a dinosaur to deal 1000 damage to you. Other cards of note
are Black Tyranno, Volcanic Eruption, and Tyranno Infinity. He also has
a fair bit of removal and bounce to stall until he gets out his big
guns. He can get some nasty things out fairly quickly in the early game
thanks to gilasaurus, so watch yourself and try not to get overrun.

After beating both five times, you'll unlock a new pack (Dragon
Destroyer), you also may notice a yellow monument/tomb-stone like thing
in the upper left hand corner. This is the first of a few summon
challenges, where you must summon some specific creature and then win
the duel (IE you can't just win.) So it's there to test your deck
building abilities. For now, making an effective deck around Exxod is
probably more trouble than it's worth, so we'll come back later for it.

You may also note some ripples in the water like in the first world,
and there is something similar. You can pay 200DP to fish and then pick
a spot (random), and then you may get something or get in a duel...

Mech Bass
Deck: Water Hazard
Deck Type: Water
Card List: To Come
Unlock: As far as I have heard, beating him unlocks nothing.
Notes: Typical water deck, uses Terraforming to fetch A Legendary
Ocean, Mother Grizzly to search and thin out his deck, and some fair
water beat-down cards.

Next, to the Sphinx! The Sphinx has five challenges, much like the
gateway; and much like the next gateways his challenges are different
than the previous. This one has five duel puzzles, and like before you
only need three to continue. They test your ability to be efficient and
make the most out of a bad situation. And for all of them you have a
single turn to win and are basically put in the middle of someone
else's duel and told to win with what they have. I should note you can
see all of your opponents cards, face down or otherwise. As usual, go
ahead and do all five for maximum unlocking. Here are the solutions if
they help or if you need a hint.

Puzzle 1:
1. Use the alien infiltrator on your lefts special ability and move it
over one box to the left.
2. Now use the Senet Switch cards on the field to move it all the way
to the left box.
3. Activate Blasting Fuse.
4. Use Mystical Space Typhoon on his last trap (Mirror Force.)
5. Do the same as before with your remaining alien infiltrator, moving
him to the last box on the left. Remember to use his special ability
and the Senet Swtich in your hand.
6. Enter the battle phase and attack his life points directly for the
win.

Puzzle 2:
1. Summon Crystal Beast Topaz Tiger from your hand, and activate
torrential tribute as you do. Make sure to activate the effect of the
Topaz Tiger afterwards.
2. Then activate Crystal Blessing and use it on both Crystal Beast
Sapphire Pegasii.
3. Activate Crystal Beacon targetting Crystal Beast Ruby Carbuncle.
4. Activate the effect of Carbuncle as it comes into play, targetting
all the monsters in your spell/trap zones. It doesn't matter if you
activate the Pegasus' special ability or not.
5. Attack with all monsters for the win.

Puzzle 3:
1. Summon Blazewing Butterfly.
2. Use Super Double Summon on Blazewing Butterfly.
3. Activate the ability of Blazewing Butterfly to summon Doom Shaman.
4. Activate the ability of Doom Shaman to summon Archfiend of Gilfer.
5. Enter the battle phase and have Gilfer attack Megacyber. Activate
Gilfer's effect upon dying and use it on Blowback Dragon.
6. Attack Blowback Dragon with Doom Shaman for the win.

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 selecte Destroy 2 cards; target one of his
trap cards and the remaining Blue-Eyes White Dragon.
5. Activate the remaining Rain Storm, and select Destroy 1 Spell or
Trap card, targetting the opponents only one remaining.
6. Use Book of Moon on the Eye of the Typhoon, then flip him back up.
7. Enter the battle phase, attacking with Typhoon and activating his
ability. Then attack with Cirrostratus.
8. Last, activate fog control, sacrificing Typhoon and placing the
counters on Cirrostratus.
9. Then go into main phase 2 and activate his ability, destroying the
final monster and winning the match.

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 rest on one of the Armored Zombies (all on the same one).
3. Activate Brainwashing Beam, using it on Blue-Eyes Ultimate Dragon. </pre><pre id="faqspan-2">
4. Activate Mist Body, equipping it on the Armored Zombie you put the
counters on.
5. Enter the battle phase and attack the Armored Zombie you've done all
this to with all your monsters. After attacking with the 3 monsters
stay in the battle phase and activate Interdimensional Warp; taking his
Blue-Eyes White Dragon in exchange for one of your monsters (which
doesn't matter.) Then attack the Armored Zombie one last time for the
win.

For completing all five puzzles you unlock Maximullion Pegasus in WC
mode free duel.

Now enter the Pyramid; you'll see up to three duelists and a chest. The
chest, like most of these kinds of things will either give you
something for free or a big duelist in your face. The duelists are a
bandit looking guy (Don Zaloog), a guy wearing an Egyptian animal mask
(Gravekeeper's Commandant), and a zombie with white hair (Dark Dust
Spirit).

Gravekeeper's Commandant
Deck: Defense Ready!
Deck Type: Gravekeepers
Card List: To come
Unlock: Beat 5 times to unlock Gravekeeper's Chief in WC mode
Notes: A rather plain Gravekeeper's deck, which should be an
interesting match-up if you're using that decktype as well. If you
aren't, taking out Necrovalley is the obvious choice as it boosts all
his monsters and most of his cards special abilities rely on it being
on the field as well. Otherwise, not much advice I can throw out aside
from the usual 'be aggressive'. In my opinion, he is the most
challenging of the three main duelists in the Pyramid.

Dark Dust Spirit
Deck: Impure Beings
Deck Type: Zombie
Card List: To come
Unlock: Beat 5 times to unlock Hino-Kagu-Tsuchi in WC mode
Notes: Quite simple Vampire/Zombie deck. His main card is Dark Dust
Spirit of course; and he will try to stall and use his other Zombie
cards until he can blast everything off the field and then attack for
some decent damage with Dark Dust Spirit. Other notable cards are
Vampire Genesis, Vampire Lord, and Spirit Reaper. Dark Dust Spirit
returns to his hand though, for better or worse; but when it does the
field should be pretty clear and open for a powerful counter-attack for
at least a turn.

Don Zaloog
Deck: The Culprit's Here
Deck Type: Warrior/Dark Scorpion
Card List: To come
Unlock: Beat 5 times to unlock Dark Scorpion - Meanae the Thorn in WC
mode
Notes: His deck mainly relies on the warrior-type Dark Scorpion Cards.
He also has some standard removal (Lightning Vortex) and warrior-type
cards (Reinforcement of the Army). None of the Dark Scorpion cards have
very high stats, but become very annoying when they do any actual
damage to you, so playing a bit defensive may pay off a bit here if you
are having some trouble.

After beating each of those three once another duelist may appear, this
is the big boss guy of the Pyramid...

Spirit of the Pharaoh
Deck: Young & Immortal
Deck Type: Zombie
Card List: To come
Unlock: Beat him once to unlocks him in WC mode
Notes: Are you tired of Zombie decks? I know I am! At least his deck is
a bit more original than the others, it focuses on Summoning
the...well, Spirit of the Pharaoh. Basically by getting out the first,
second and third sarcophagus' cards he can special summon them. Even
so, the Spirit of the Pharaoh isn't exactly what I would call a
powerful card. It has some fair stats (2500ATK) and an interesting
ability but the deck doesn't really seem to make the most of it, if
that is possible. The easiest way to cripple his deck is to use some
spell/trap removal on the sarcophagus cards so he can't even get him
out.

Beating him unlocks him in WC mode and allows the game to continue
(which is the main part.) Outside you'll probably notice some sand
creature drooling on a small pyramid, that is where we will go next to
continue the 'story'; but we have some other side stuff to do first, so
make sure you go back and beat the three duelists in the pyramid five
times first so you don't forget... While we could unlock a new pack
right now we can unlock a new duelist very easily. So go ahead after
finishing up the pyramid and talk to the strange desert creature...
Choose 'step in to help' and you'll get into a duel.

Sand Moth
Deck: Rock Star
Deck Type: Rock
Card List: To Come
Unlock: Beating him unlocks Sand Moth in WC mode
Notes: Simply rock beat-down deck with a good emphasis on special
summoning with cards like Gigantes. No real powerhouse cards aside from
the Rock Monarch that I saw.

Next, back to WC mode to unlock some more packs. We only need to beat
the next five for the next pact, and after that we should be able to
get 2 more packs fairly quickly.

Spirit of the Pharaoh
Deck: A Pharaoh's Spirit
Deck Type: Zombie
Card List: To Come
Notes: His deck is pretty similar (possibly the same) as before, and
your same strategies and tactics should work just as well here.

Hino-Kagu-Tsuchi
Deck: Burning Warning
Deck Type: Fire
Card List: To Come
Notes: His deck contains a variety of stall spells and monsters, deck
thinning and some fire beat-down. Glaringly, he has one card that you
should fear; Uria, Lord of Searing Flames. This card has 1000ATk for
each continuous trap in his graveyard... which as you can imagine can
be quite an impressive number. Fortunately, his only real method of
putting these cards into the graveyard is if you help and the actual
summoning of Uria (which requires he 'sacrifices' three face-up trap
cards.) Your best bet is saving removal for Uria himself; although I
wouldn't recommend using traps since he can destroy one face down
spell/trap per turn. Your other bet is simply destroying as many of his
traps as possible so he can't even summon Uria.

Dark Scorpion - Meanae the Thorn
Deck: You Ready?
Deck Type: Hand Control
Card List: To Come
Notes: Pretty straightforward deck that focuses around using traps to
make your discard, return cards to deck, etc... And then using monsters
to either stall or bring back these cards. And in general just tries to
be annoying. Not much of an offensive deck aside from a glaring
Firestorm Monarch. Not much lockdown capability though, so just get
those cards on the field and 'b.e. aggressive.'

Gravekeeper's Chief
Deck: Gravekeeper Deck
Deck Type: Gravekeeper
Card List: To Come
Notes: Pretty much the same gravekeeper's deck as before, the same
strategy works here as well.

Sand Moth
Deck: My Kingdom
Deck Type: Beatdown
Card List: To Come
Notes: Good mix of beat-down high ATK power cards with a focus on
earth-type. For some reason I found this deck to be a fairly hard
match-up against my Gravekeeper's deck because of his high ATK monster
and opposing field cards. My best advise is to throttle some removal
for his high attack monsters and focus on taking out his field cards.

At this point you should unlock the next pack, Pitch-Dark Virtue.
Probably sometime in there you also unlocked another pack (Bringer of
Light) and another clothing item (T-Shirt) for having 200 total duels
as well. If not, don't worry about it, you'll get it automatically at
some point in the future.

Okay, back into the water. Usually I request you go ahead and beat them
all five times as quickly as possible, but because we are a stones
throw away from the next world (and the two packs you get), I'm simply
requesting you beat them once for now (although feel free to beat them
the usual amount of you feel obliged.

Abyss Soldier
Deck: The Lost City
Deck Type: Water
Card List: To come
Unlock: Beat 5 times to unlock Chrysalis Dolphin in WC mode
Notes: In my opinion, probably the best water deck yet. Has some very
nice water beat-down cards, but other than being buffed up a bit, it
isn't anything new. As usual, it is overly reliant on field cards.

Maiden of the Aqua
Deck: Deluge
Deck Type: Water
Card List: To come
Cards Received: Thousand-Eyes Restrict (3 duels), Umi (4 duels)
Unlock: Beat 5 times to unlock Aquarian Alessa in WC mode
Notes: A much more fair deck than the previous, has a few more larger
beat-down cards though

Serpent Warrior of Darkness
Deck: Watery Soldier
Deck Type: Water
Card List: To come
Unlock: Beat 5 times to unlock Kaiser Sea Horse in WC mode
Notes: This one focuses more on the lock down approach, using A
Legendary Ocean + Tornado wall to make all damage he takes zero;
meaning the game drags substantially unless you use some removal.
Glaringly, this strategy doesn't prevent you from just killing his
monsters.

Afterwards, another duelist should appear...

Otohime
Deck: Memory of the Sea
Deck Type:
Card List: To come
Unlock: Beat once to unlock Otohime in WC mode
Notes: A strong focus on using multiplication like monsters like Giant
Germ and Nimble Momonga; discard via drop off and summoning powerful
monsters using Mausoleum of the Emperor. Best solution other than the
standard tactics is to remove the Mausoleum.

Afterwards, she will show you to the gate...  This is a bit different
than last time, but same idea; winning three times unlocks the next
world... Unlike the last one this isn't a simple duel against different
decks, this one instead has special conditions or special ways your
deck must be made. Here are some tips before we actually get to the
challenges. I should note that these rules apply to the opponent, so
you can imagine how they are going to abuse some of them.

Okay the first is 40 card deck... okay, this should be a nothing
challenge; your deck should have 40 cards already.

2000LP, aside from just being careful and not relying on cards that are
fueled by Life Points (take out that Fairy Lily!) you shouldn't need
much of a change.

Only monsters is a bit of a challenge; unless you're really creative
you're stuck with regular/effect monsters. I personally used a sphinx
type deck to return monsters to his hand, it took a few tries before I
got it off, but once I did it was pretty simple.

Spells forbidden... my strategy was to basically take the deck I used
on the monster challenge and substitute in creatures/traps that negated
traps (Jinzo, Royal Decree, etc...), since that is what his focus is
on.

3 of each card... well aside from being annoying and making you change
your deck a bit it isn't a particularly hard challenge. It may require
you to do some pack buying or some creative editing though.

Shell Guardian - Savan (40 Card)
Deck: Midnight Thunder
Deck Type: Thunder
Card List: To come
Notes: Nothing really of note here aside from him using a thunder
themed deck which is a first for the game so far.

Shell Guardian - Savan (2000LP)
Deck: Wanna Dance?
Deck Type: Burn/LP Gain/Stall
Card List: To come
Notes: Pretty simple deck with an emphasis on defense and raising his
life points and burning your paltry 2000LP with direct damage spells.
As I said before, the condition applies to him as well, so get in his
face early before he has a chance to setup.

Shell Guardian - Savan (Only Monsters)
Deck: Prehistoric Drum
Deck Type: Beat-down
Card List: To come
Notes: Uses a good amount of deck thinning/fetch cards along with some
strong tributes and good monsters. He has most of the monarchs and even
cyber dragons. I cant offer much strategy because of the nature of the
duel, all you really need to know is if you slow down the game is
pretty much finished; he simply has cards that are much better than you
have currently available. Thin out your deck and save some of those
removal monsters for the big guys.

After beating 3/5 you'll unlock the world of civilization and the next
two packs; Never Setting Sun and Thirst to Destroy. I also unlocked
Bandit Keith in WC mode for having 1000+ total summons at this point.

Shell Guardian - Savan (Spells Forbidden)
Deck: Prohibited Trap
Deck Type: Trap/Anti Trap
Card List: To come
Notes: Uses a wide variety of traps and trap immune monsters. If you
took my advice from before you probably don't have many traps to worry
about the monsters. Focusing on taking out/negating his traps and he
should be easy.

Shell Guardian - Savan (3 of each card)
Deck: Back, You Beast!
Deck Type: Beat-down
Card List: To come
Notes: Simple deck using non-tribute, high ATK monsters to beat you
down and then some removal if they run into something strong. The deck
isn't good and the monsters are pretty mediocre, it shouldn't be too
much trouble unless the rule of the match makes it hard for your deck
to fit in.

For beating all five of the World 2 gate challenges you unlock Alexis
Rhodes in WC mode. Okay, we have 2 more packs to unlock before
continuing to the next world. So at this point go back and beat the
duelists in the water the standard 5x each (I covered the basic
strategies/info on them about a page back.) Somewhere in there I
unlocked Tournament Level 1 as well. After beating all the water
duelists five times each you'll unlock a new pack (Out of the Abyss)
and another deck challenge stone (which you should see immediately in
the water.)

Ignore the stone challenge for now, and instead do the Level 1
Tournament in WC mode five times. This'll get some duels out of the way
and earn you a new pack as well. The tournament pits you again 7 other
duelists, most of which you have already beaten down. It's single
elimination with three rounds, so if you lose once you're out. If
you're pondering what the normal and fast options are, basically thats
for when the opponents are dueling each other and you watch; it
determines the speed of their duels (I recommend fast.) Otherwise, it's
pretty normal dueling. The pack you unlock is Menacing Ruler.

After that, go back to the regular WC mode and finish off some of the
duelists we unlocked earlier (you'll have a regular one to spare); you
should have gotten some of the duels out of the way in the tournament
already, saving us some time.

Otohime
Deck: Otohime World
Deck Type: Beat-down
Card List: To come
Notes: Uses a mixture of special summoning and other cards that do
special effects and then return to hand. Of course, this is the big
opening you should take advantage of if she doesn't have stall cards
out on the field.

Kaiser Sea Horse
Deck: Natural Power
Deck Type: Light-Type Beat-down
Card List: To come
Notes: Beat-down deck focusing on light-type monsters, contains light
related field cards and some pretty powerful tribute summons; his deck
also contains a good amount of removal like torrential tribute and
sakuretsu armor.

Aquarian Alessa
Deck: Dripping Water
Deck Type: Water Beat-down
Card List: To come
Notes: Lots of stalls and deck thinning with some decent removal thrown
in and some decent power creatures like a monarch and Neo-Daedalus.
Also watch out for the frog swarm.

Chrysalis Dolphin
Deck: Contact Impact
Deck Type: Water Beat-down
Card List: To come
Notes: Yet another Water deck, only thing really different is some
frankly useless cards in his deck (Chrysalis Dolphin for example...)
and Daedalus.

Sabersaurus
Deck: Creataceous Deck
Deck Type: Dinosaur
Card List: To Come
Notes: His dinosaur deck has a focus on removing cards from play in
order to power-up a few of his dinosaurs.

Around this point I unlocked Mai Valentine as well for having at least
750 spells activated. The pack you unlock is King of the Ark. Alright,
we're done for World 2 in WC mode for now.

=================================
=WORLD 3 - WORLD OF CIVILIZATION=
=================================

Okay, this one isn't quite the barren wasteland as the last. As usual,
you'll start in this one area and the map will expand like the last
world. You'll see the regular duelists... You might also see a woman on
the map (The Unhappy Maiden), you can give her healing cards and
eventually you can unlock her as a duelist in WC mode, so every time
you see her, give her a card. Otherwise, pretty standard stuff, you're
going to want to beat every duelist in the world five times for a pack
eventually, so we might as well get started early... But for the most
part I try to get through this world as fast as possible because the
packs for unlocking the next world are quite good and the world isn't
particularly long. For now I just picked on Great Angus (the reddish
humanoid) and gave the unhappy maiden cards in-between each duel.

Great Angus
Deck: Let the Fire Burn!
Deck Type: Burn
Card List: To come
Cards Received: Nimble Momonga
Unlock: Beat 5 times to unlock Vortex King in WC mode
Notes: Nothing fancy, just your typical burn deck. Watch out to not get
locked down by Level Limit, it can drag out the game quite excellently
(I had to deck him out at least once.)

After giving The Unhappy Maiden 4000 LP worth of cards she'll give you
her cards (...The Unhappy Girl and The Unhappy Maiden); also you'll
unlock her in WC mode. Anyways, after that go back to World One and
you'll see a new duelists, a small, dark creature... You'll probably
notice another stone as well, ignore it for now and approach the
creature.

Next to to world two and enter the pyramid to see another strange
creature, approach it as well...

Ojama Green
Deck: Mischievous Trio
Deck Type: Ojama
Card List: To Come
Notes: His deck is reliant on stall cards (lots of em), a couple of
gambling cards to increase his stay and then some direct damage. His
ultimate goal is to just Ojama King which makes some zones unusable...
So his purpose it to lock you down and then blast you or beat you to
death with the King. A good heavy storm is enough to destroy his deck
or even a well placed mystical space typhoon.

Win or lose the same thing happens, so don't fret if you do lose.
Return to world three... You should see a yellow creature being
repeatedly blasted by some strange mech, save it, quick!

Blowback Dragon
Deck: Locked on You
Deck Type: Gambling
Card List: To Come
Unlock: Beat to unlock him in WC mode along with Ojama Yellow
Notes: A deck that relies on the unreliable, coin flips, dice rolls,
etc... Has cards to get more, re rolls, etc... The deck focuses on
using Blowback Dragon to destroy your cards and then swing for some
good damage. Not a lot of tips, deal with his cards that give him re
rolls; the deck shouldn't be terribly troublesome unless he just gets
lucky (although I guess that's the point!)

Afterwards, you'll be approached and a new building will appear on the
field. Visit it for some duels...

Inpachi
Deck: Giant Lumber
Deck Type: Beat-down
Card List: To Come
Notes: I'm not sure of much strategy advice I can offer you... I burned
about 5 turns in a row waiting for him to do something without much
luck, if you're experience is anything like mine he shouldn't even
prove to be a threat unless he draws an amazing hand.

Blazing Inpachi
Deck: Melody of Fire
Deck Type: Special Summon/Beat-down
Card List: To come
Notes: I had a bit more luck with this version; his deck seems to rely
heavily on special summoning or using 'trap monsters'. He contains some
decently annoying stall, and his beater seems to be using Mausoleum to
summon Hino-Kagu-Tsuchi. All in all, quite a spell/trap abuser, so make
sure to use that against him.

Woodborg Inpachi
Deck: Spirited Folkdance
Deck Type: Fire
Card List: To come
Notes: A fire theme deck with a mixture of burn cards and stall, pretty
typical fare for quite a few duelists in this world, and his deck isn't
from my experience the best of them, but he is improving... slowly...

Anyways, he'll ask for a favor; say yes of course... After that the
cave area of the map will become unlocked.

Inside the cave, approach the dinosaur creature...

Volcanic Slicer
Deck: Charring Volcano
Deck Type: Burn/Removal
Card List: To come
Unlock: Beat 5 times to unlock Volcanic Doomfire in WC mode
Notes: A deck with a lot of removal whose side point is to burn you
down using his cannon(s) and returning/reoccurring cards. Take down his
continuous spell cards and wail on him.

After that one duel the flame butterfly, it it isn't there leave and
come back until it does...

Blazewing Butterfly
Deck: Sinister Flame
Deck Type: Gemini/Bea-down
Card List: To come
Unlock: Beat 5 times to unlock Il Blud in WC mode
Notes: Uses a mixture of Gemini monsters and zombie beat-down along
with a fair amount of card return to use with Card of Safe Return.
Throw in some Different Dimension removal and he should have a hard
time.

Next face the flaming blue humanoid...

Spirit of the Six Samurai
Deck: Samurai Mayhem
Deck Type: Six Samurai
Card List: To come
Cards Received: Makyura the Destructor
Unlock: Beat 5 times to unlock Great Shogun Shien in WC mode
Notes: Uses the Six Samurai cards and other warrior support cards to
use a variety of powerful effects. On a lucky turn he can get out three
powerful samurai in one turn. I recommend using stall cards to your
advantage in this match and a good amount of removal or trap negation.
He has some very good support cards in there and can turn around the
entire match with one trap (Backs to the Wall.)

After the battle he'll give you Limiter Removal, return to the lab and
give Limiter Removal to Kozaky to meet an old friend in a bad mood...

Giga Gagagigo
Deck: Gigagiga Heart
Deck Type: Warrior
Card List: To come
Unlock: Beat once to unlock Kozaky in WC mode
Notes: A rather bland Warrior toolbox type deck with a lot of typical
warrior deck staples like D.D. Warrior Lady, Exiled Force, etc...

After the battle Kozaky will show you to the gate. The condition in
this battle is that you will fight several duels in a row and you will
not gain life-points in-between; this will test our decks speed,
effectiveness and reliability. On the upside you start with more than
usual.

Speed Guardian - Ferrario (Deck 1)
Deck: Bouncy Guardian
Deck Type: Bounce/Stall
Card List: To come
Notes: Deck title says it all, his deck relies on cards that bounce
cards from the field to your hand like Penguin Soldier and 'Begone,
Knave!' He doesn't have a real strong defense otherwise, so push your
offensive.

Speed Guardian - Ferrario (Deck 2)
Deck: 10 karats
Deck Type: Destiny Hero
Card List: To come
Notes: His deck revolves around using Diamond Dude to dump spell cards
into the graveyard and then activate them without paying the usual
costs associated with their activation. Without Diamond Dude he is
pretty much hosed, so take out Diamon Dude and you'll take him out soon
thereafter.

Speed Guardian - Ferrario (Deck 3)
Deck: Like a Phoenix
Deck Type: Zombie
Card List: To come
Notes: Typical zombie deck, the main theat is by this point you're
probably low on life already, so try to conserve and not rush headlong
into too much damage.
After that you'll automatically proceed to the next world, be told the
tag rules and be forced into a duel.

#1 Mythical Beast Cerberus
Deck: Breath of Fire
Deck Type: Beat-down
Card List: To come
#2 Darkblaze Dragon
Deck: The Raging Fire
Deck Type: Dragon Beat-down
Card List: To come
Unlock: Axel Brodie in WC mode (even if you lose)
Notes: It's a bit (a lot) harder writing strategies for tag duels;
basically they use Mausoleum to special summon powerful monsters.
Unfortunately, your duel partner for this first battle is pretty
terrible and I've yet to win this very first match.

Win or lose, it doesn't really matter; it's just a warm-up for this
next world. You'll unlock a bunch of stuff at this point; Tag Duels,
Axel Brodie in WC mode, two new packs (Sleeping Tomb and Ultimate
Darkness), a new outfit (White Jacket), and a new duel disc (Axel
Brodie Disc). As far as the Tag Duels go; for duels partners you can
use ghosts as partners (if you have any), the free one you just got, or
any character you have beaten at least 10 times. I recommend using a
partner who has a similar deck or relies on cards that boosts yours as
its no fun to compete with your tag partner to see who can destroy each
others field cards and so on. In my opinion the best one you could have
would be Jaden's ghost. Just as a note to me and you, in the Tag Free
duel you have 3 opponents already; Dangerous Pair (Marshmallon/Spirit
Reaper), Invasion of Flames (Mataza the Zapper/Armed Samurai - Ben
Kei), and Barbaric Pride (Amazoness Tiger/Amazoness Chain Master). I
did unlock the D.D. Invitation (Yubel/Marcel Bonaparte) tag duel
shortly thereafter, but I have no idea on the exact conditions and my
record showed nothing that might be it, so if anyone knows the exact
condition, please tell me (I think it might be related to having a lot
of DP.)

Regardless, we're not moving on just yet. Put a water deck together
with Neo-Daedalus, you should have enough cards to build something
decent by now for the stone challenge in World 2 in the water. Remember
you need to summon Neo-Daedalus to win.

Stone Challenge: Ocean Dragon Lord - Neo-Daedalus
Deck: Ocean Lord
Deck Type: Water
Card List: To come
Unlock: Beat to unlock Atticus Rhodes in WC Mode
Notes: Ironically his deck is probably about the same as yours, as is
basically the case with all the Stone Challenges. So you should watch
out for Daedalus as well, but both decks support each other to some
degree with field cards and the like, so it basically comes down to who
has the better deck; if either gets out Neo-Daedalus the game is
probably over.

If you want to see the deck I used for this challenge here it is; not
great and could use some cards from future packs but beat it fairly
easily although not quickly.
My Daedalus Deck:
Monsters: 2x Sea Serpent Warrior of Darkness, Abyss Soldier, 3x
Amphibious Bugroth MK-3, 3x Hydrogeddon, Levia-Dragon - Daedalus, 2x
Mermaid Knight, 3x Mother Grizzley, Ocean Dragon Lord - Neo Daedalus,
3x Oxygeddon, Penguin Soldier, 2x Water Dragon.
Spells: 3x A Legendary Ocean, 2x Bonding - H20, Giant Trunade, Heavy
Storm, Lightning Vortex, Mystical Space Typhoon, 2x Salvage
Traps: Dust Tornado, Gravity Bind, Magic Cylinder, Sakuretsu Armor, 3x
Tornado Wall

Next is the Stone Challenge... of Stone with Exxod.

Stone Challenge: Exxod, Master of The Guard
Deck: Solid Defnse
Deck Type: Rock Flip Effect
Card List: To come
Unlock: Beat to unlock Marcel Bonaparte in WC mode
Notes: Pretty much the same thing as before, it all comes down to deck
quality and skill vs the computer doing the same.

Here is the deck I used if it gives you any idea, once again, it
definitely has room for improvement. It focuses on using Exxod to deal
damage via flip effects that can be repeated, although it has a backup
which really isn't effective for the challenge.

My Exxod Deck:
Monsters: 2x Ancient Lamp, 2x Exiled Force, Exxod, 3x Giant Rat, 2x
Gigantes, Granmarg the Rock Monarch, 2x Guardian Sphinx, Marshmallon,
3x Medusa Worm, 3x Moai Interceptor Cannons, Stone Statue of the Aztecs
Spells: Book of Moon, Brain Control, Canyon, Chorus of Sanctuary, 2x
Ectoplasmer, 2x Hammer Shot, Magical Mallet, Mystical Space Typhoon,
Premature Burial, Scapegoat, Swords of Revealing Light
Traps: Magic Drain, Needle Wall, 2x Ordeal of a Traveler, 2x Solemn
Judgment

Okay, that's all the stone challenges we can do for now, the one in
World 1 requires Master of Oz which is in a pack we don't have... yet!
So lets get to work; head back to World of Civilization and duel
everyone on the first map five times, in addition to Angus I covered
before, here they are:

Luster Dragon
Deck: A Dragon's Way
Deck Type: Dragon
Card List: To come
Unlock: Beat 5 times to unlock Luster Dragon #2 in WC Mode
Notes: Masked Dragon, Armed Dragons of all levels, spells with dragon
artwork, dragon buffs, etc... if they exist they might be in this deck.
The card you need to watch out for is White-Horned Dragon if you have
many spell cards in your graveyard, it can become massively powerful.
The Armed Dragons can be quite effective as well.

Stronghold the Moving Fortress
Deck: Follow the Symbol
Deck Type: Gadget
Card List: To come
Unlock: Beat 5 times to unlock Gear Golem the Moving Fortress in WC
mode
Notes: His deck relies on the very synergetic Gadget Machine cards to
get some very impressive attack power out fairly quickly. Other than
that he has a good amount of removal and likes to remove cards from
play.

Fox Fire
Deck: Fiery Chariot
Deck Type: Burn
Card List: To come
Unlock: Beat 5 times to unlock Molten Zombie in WC mode
Notes: Typical burn deck, which you've had to deal with at least twice
before now. Big card of note is Ultimate Baseball Kid.

After that you should unlock the Beyond Ultimate pack. In addition
another Stone Challenge will appear, we'll get to that later as well.
Go inside the cave and finish the duelists off in there as well (I
covered them before in brief.)

There are two other 'events' in this world I haven't covered. There is
a golem that appears near the apex of the volcano occasionally who will
duel you and give you a card if you win. I should note there is a trick
where if you say no when he asks if you want to duel he'll tell you a
different card the next time you talk to him; so you can cycle to get a
reward you want, but they are all fire type cards. The other is the
blacksmith in the cave who will forge you a 'weapon.' You'll have to
pay him for the weapon afterwards, and he won't be happy if you
don't...

Anyways, after all that you'll have a ton of duelists unlocked. At this
point I do the new Stone Challenge in World 3 for VWXYZ-Dragon Catapult
Cannon.

Stone Challenge: VWXYZ-Dragon Catapult Cannon
Deck: Combined Order
Deck Type: Union Beat-down
Card List: To Come
Unlock: Beat to unlock Chazz Princeton in WC Mode
Notes: Typical challenge, if you can't win, I recommend you
relentlessly steal his strategies and use them against him.

If you're interested in the deck I used, here it is. It basically
revolve around removing the fusion cards from the game and then
returning all five of the cards you need to the field to get the big
guy out in one go.
Monsters: 3x V-Tiger Jet, 3x X-Head Cannon, 2x Magical Merchant,
Morphing Jar, 2x Reflect Bounder, 2x Shining Angel, 2x UFOroid, 3x W-
Wing Catapult, 3x Y-Dragon Head, 3x Z-Metal Tank
Spells: Card Destruction, Dimension Fusion, Heavy Storm, Lightning
Vortex, Mystical Space Typhoon, 2x Soul Release, Swords of Revealing
Light, Twister
Trap: 2x Draining Shield, Mirror Force, 3x Return from the Different
Dimension, Ultimate Offering
Fusion: 3x VW-Tiger Catapult, 3x VWXYZ-Dragon Catapult, 3x XY-Dragon
Cannon, 3x XYZ-Dragon Cannon, 3x XZ-Tank Cannon, 3x YZ-Tank Dragon

Anyways, next to unlock the pack containing the Master of Oz, it's time
for some free duel fun! We need to beat a whopping 10 duelists 5 times
to unlock the next pack! We should have some to spare afterwards, but
it's time to get busy! This is a great opportunity to practice your
deck construction skills, you should be able to make quite a few
different deck types with the cards available to you now.

The Unhappy Maiden
Deck: Stop Fighting!
Deck Type: Stall
Card List: To come
Notes:

Il Blud
Deck: Zombie Crazy
Deck Type: Zombie
Card List: To come
Notes:

Gear Golem the Moving Fortress
Deck: Second Gear
Deck Type: Gear Golem Beat-down
Card List: To come
Notes:

Woodborg Inpachi
Deck: Express Your Love
Deck Type:
Card List: To come
Notes:

Ojama Yellow
Deck: Yellow Mischief
Deck Type:
Card List: To come
Notes:

Luster Dragon #2
Deck: Dragonic Attack
Deck Type: Dragon Beat-down
Card List: To come
Notes:

Molten Zombie
Deck: Fan the Flames
Deck Type:
Card List: To come
Notes:

Volcanic Doomfire
Deck: Volcanic Eruption
Deck Type:
Card List: To come
Notes:

Blowback Dragon
Deck: Gambling Addiction
Deck Type: Luck
Card List: To come
Notes:

Kozaky
Deck: Goodbye Kozaky
Deck Type:
Card List: To come
Notes:

At some point in there you may unlock a new outfit, the Yellow Uniform,
for having 400 total duels. Also you can unlock Yami Bakura in WC mode
for having 500 total traps activated. After beating them all down you
get the pack; Rumbling Thunder. So time for the Master of Oz challenge
in world 1.

Stone Challenge: Master of Oz
Deck: Aussie Deck
Deck Type: Beast Beat-down
Card List: To come
Unlock: Beat to unlock Tyranno Hassleberry in WC mode
Notes: In my opinion, this is the easiest Stone Challenge yet. As
usual, I can't offer you too much advice aside from how you should
build your deck. Master of Oz is pretty easy to fusion, he has no
special conditions at all; so I recommend throwing in the standard
spell/trap staples, Master of Oz, Polymerization and cards that grab it
from your deck, some deck thinning, and finally a ton of fusion
substitution monsters. Unless he gets lucky, it should be a piece of
cake.

Anyways, we're done with the side stuff for now.

=============================
=WORLD 4 - WORLD OF DARKNESS=
=============================

Welcome to World 4! In this world, all the duels are tag duels. It's
explained briefly in-game; the basics is that you have a partner you'll
be dueling with. Unfortunately, the AI is dumb as a brick. In the
options menu you can set your tag partner... Any duelist in the game
(save the tag duelists) can be unlocked as your tag partner by beating
them 10 times. You should pick a partner who runs a similar or who uses
cards with synergy with yours. If you have WIFI you can use ghosts as
duelists as well, I personally use Jaden who is downloadable off Wifi
as a ghost.

There is little to unlock in this world save 1 pack needed for a stone
challenge and some awesome packs are opened up for clearing it and can
be earned in the next world, so we are going to try to get through this
as quickly as possible and then come back later when we have some
better cards.

For now beat these three duelists 1 time each.I also don't know if I'll
ever be able to fill out the deck lists for tag duelists either since
it would be very hard to both deck both of them out and differentiate
the cards of each deck.

Goe Goe the Gallant Ninja & Lady Ninja Yae
Decks: Stand-Alone Village/Ninja Spy
Deck Types: Ninja Beat-down/Wind Beat-down
Card List: To Come
Unlock:
Notes: Uses Ninja Cards (Their names/strike ninja/etc...) and wind-
beatdown monsters and the typical synergy field cards; overall probably
the easiest of the three starting duelists by a fair margin.

Mythical Beast Cerberus/Darkblaze Dragon
Decks: Breath of Fire/The Raging Fire
Deck Types: Dragon/Beast Beat-down
Card List: To Come
Unlock:
Notes: They use a variety of effects to bring out powerful monsters,
mostly via resurrection cards and Mausoleum of the Emperor. They work
together fairly well, dumping monsters into the graveyard (Foolish
Burial) and then bringing them into play.

Vanity's Ruler/Vanity's Fiend
Decks: Law of Victory/Triumphant Law
Deck Types: Beat-down
Card List: To Come
Unlock:
Notes: Their decks focus on getting out... well, the cards of their
names and keeping them out. They use cards like Ultimate Offering to
get them out very quickly, and one will usually hit the board on turn 2
if they get a good hand with ultimate offering. They also have plenty
of stall (Gellenduo) and traps/quick-play spells to make getting rid of
them difficult in combat.

In addition there is a chest which might show up, which may either be
some free stuff or a nasty duel with a mimic.

After that talk to the guy that's always on the map by himself (Renge)
and you'll get in another duel. Ante up a Dark World card, hopefully
you should have at least one (Dark World Lightning.)

Zure, Knight of Dark World/Kahkki, Guerilla of Dark World
Decks: Dark Times/Underworld
Deck Types: Dark World
Card List: To Come
Notes: Uses a dark-type deck focusing on the Dark-World cards,
fortunately they don't use them to their full advantage most of the
time. In addition to the dark world special summon cards uses a variety
of other dark-theme and dark-type synergy cards.

Talk to him to duel again, with the same condition.

Sillva, Warlord of Dark World/Goldd, Wu-Lord of Dark World
Decks: Special Silver/Pure Gold
Deck Types: Dark World
Card List: To Come
Notes: Pretty much the same as last time, except with much better cards
and better strategies to go along with them. Basically they force
themselves to discard the Dark World cards and this brings them into
play, you can probably see why that gets nasty. It might be a good idea
to put in cards that remove cards from play when they go into the
graveyard to slow them down.

One more time...

Reign-Beaux, Overlord of Dark World/Brron, Mad King of Dark World
Decks: Parade of Pain/Portable Darkness
Deck Types: Dark World
Card List: To Come
Unlock: Beat to unlock them in Tag Duel in WC mode
Notes: Basically take the last deck and ramp it up again, this time
including some control cards like Mask of Restrict to hinder you from
making strong counterattacks.

Afterwards go back and beat all the other duelists one more time again.
Then a castle will appear in the background, so go towards it.

Gogiga Gagagigo/Mobius the Frost Monarch
Decks: Dream Splash/Super Splash
Deck Types: Water
Card List: To Come
Notes: As you can imagine, Legendary Ocean is going to be out, a lot.
In addition expect to see all the standard water monsters and even some
new ones. The big guy you need to watch out for, especially with field
cards out is Gagagigo, as he can be one heck of water attribute beat
stick.

Then another...

Vampire Lady/Vampire Lord
Decks: Black Masquerade/Age of Darkness
Deck Types: Zombie
Card List: To Come
Unlock: Beat to unlock them in Tag Duel in WC mode
Notes: Two rather typical zombie decks, not a whole lot to say that you
haven't heard before, just watch out for the big guys.

Afterwards, a little alien guy will pop up and be angry with you and
disappear into the sky; time to join him. You can now pan the camera up
into the sky to see the planets and whatnot. In the sky some new pairs
will appear, along with a UFO which has another little guessing game
associated with it. Deal with each duelist once for now.

Harpie Queen/Harpie Girl
Decks: Whirling Whirlwind!/Monsoon Rider!
Deck Types: Wind Beat-down
Card List: To Come
Unlock:
Notes: Harpie lady decks, they are a bit more effective than what I
remember. They make good use of harpies hunting ground and other
removal cards. Fortunately, if you play your cards right, hunting
ground can be used against them (since it is not a 'may' ability.) In
general, if you take out the field cards they aren't very difficult to
contend with.

Alien Hypno/Lich Lord, King of the Underworld
Decks: Contact Impact/Zombie Defend
Deck Types: Alien/Zombie/Burn
Card List: To Come
Unlock:
Notes: Locks down your field with cards level Level Limit, infects your
creatures with alien tokens to make you take more damage in combat, and
uses re-summonable cards with ectoplasmer. Fortunately, their decks do
clash a bit and aren't as effective as they could be; for example,
Level Limit will hinder the alien deck most of the time.

Satellite Cannon/Metal Shooter
Decks: Mecha Revolution/Laser Beam
Deck Types: Machine
Card List: To Come
Unlock:
Notes: Lots of machine cards, most of which you have seen and dealt
with before. Prominent ones being Barrel Dragon and Blowback Dragon.
They use Mausoleum of the Emperor to bring them out very quickly and
lock you down with their gamble effects, so take out the mausoleum
quickly before you don't get much chance to fight back.

After that a new (tag) duelist should appear, two alien looking
creatures... Time for some payback... This duel is completely
automated, and may take you several tries to win even if you have a
good deck, just because the A.I. stinks. Just keep trying and you'll
win; after that the gate will appear. Also for beating them, you'll
unlock them in WC mode (Alien Shocktrooper/Alien Infiltrator). Time to
go gatecrashing...

This gate is pretty simple; you're just pitted up against five
different decks and you must beat at least 3 of them to continue on (as
usual.) They are tag duels as well if you are wondering; so here they
are, in order:

Underworld Guardian - Moley/Dark World Guardian - Gigori
Decks: Dark Legacy/Incoming Barrier
Deck Types: Control
Card List: To Come
Notes: Lots of traps/spells here, watch out for cards like deck
detestation virus and so on. If your deck can afford to not use traps I
recommend using Royal Decree and/or Jinzo as that will make them most
ineffective.

Underworld Guardian - Moley/Dark World Guardian - Gigori
Decks: Fiend's Trial/Dark Captor
Deck Types: Dark World
Card List: To Come
Notes: Just another Dark World duel, which you've had to do several
times before this.

Underworld Guardian - Moley/Dark World Guardian - Gigori
Decks: Dark Bandits/Dark Disturbance
Deck Types: Beat-down
Card List: To Come
Notes: Just a simple beat-down with dark type monsters deck, likes to
use lots of Goblin Attack Force.

At this point you'll proceed to the next world automatically, as well
as unlocking two packs; Darkness Removed and Bloodline Destiny. Go back
and finish the other two anyways though.

Underworld Guardian - Moley/Dark World Guardian - Gigori
Decks: The Dark Ones/Fiend Mania
Deck Types: Fiend Beat-down
Card List: To Come
Notes: Fiend Mania sums it up well, uses Fiend Type monsters and equip
cards like Black Pendant to buff them up to make them have even high
ATK.

Underworld Guardian - Moley/Dark World Guardian - Gigori
Decks: Dark Ordeal/Pitch-Dark Ordeal
Deck Types: Control/Stall
Card List: To Come
Notes: Lots of deck thinning, removal, and high defense monsters make
this an annoying duel; but aside from one or two cards no real win
strategies aside from waiting for you to deck out.

For beating all of their challenges you unlock Aster Phoenix in WC
mode. Onto the next world!

==========================
=WORLD 5 - WORLD OF ORDER=
==========================

Alright, shiny world now full of love and happiness; time to make
someone sad! At this point I have several decks made, currently I use a
Destiny Hero deck, the cards are in the packs most recently unlocked.
But I also have a gravekeeper's deck, an exodia deck, a burn deck, and
a few others; so you should have plenty of options for deck building by
now.

We're back to the usual 5x setup again, so get to it!

Thunder Nyan Nyan
Deck: Bashful Maiden
Deck Type: Spellcaster Beat-down
Card List: To come
Unlock: Beat 5 times to unlock Injection Fairy Lily in WC mode
Notes: Likes to use a lot of cute, girly cards to emasculate you. The
big one to watch out for is Injection Fairy Lily which can do a ton of
damage if it catches you off guard.

Absorbing Kid from the Sky
Deck: Usual Shining
Deck Type: Fairy/Counter/Life Gain
Card List: To come
Cards Given: Winged Kuriboh
Unlock: Beat 5 times to unlock Marie the Fallen One in WC mode
Notes: Deck relies mostly on life gain effects for sustenance and using
a variety of spell and trap cards to slow you down while gaining life
in the process. The real game winner here for him though is Agent of
Judgment - Saturn which does damage to you equal to the difference in
life. Considering the amount of stall abilities while gaining life
points, this can be a lot of damage. A deck relying on alternate win
conditions will make this battle easier (although I don't recommend
burn, I used milling/deck out).

In addition to them is a flickering guy, like in World 3 you can duel
him (her actually) for a card that will be declared ahead of time.

Soul of Purity and Light
Deck: Covered in Light
Deck Type:
Card List: To come
Unlock:
Notes:

To proceed you'll need to make a deck composed solely of fairy-type
monsters (well... you can use spells and traps...)

Layard the Liberator
Deck: Shining Field
Deck Type: Fairy/Counter/Life Gain
Card List: To come
Notes: This duel should pretty much be like the ones you fought against
the last duelist, difference being your deck comprised of sub-par fairy
monsters. Just keep up the offense or beat him at his own game and it
shouldn't prove too difficult.

Here is the deck I used if you are interested:
Monsters: 2x Airknight Parshath, 3x Gellenduo, 2x Harvest Angel of
Wisdom, Marshmallon, 3x Meltiel - Sage of the Sky, 2x Neo-Parshath, 3x
Shining Angel, Soul of Purity and Light
Spells: 2x Cestus of Dagla, 2x Dimensional Fissure, Heavy Storm, 2x
Lightning Vortex, Mystical Space Typhoon, Premature Burial, Swords of
Revealing Light, 3x The Sanctuary in the Sky
Traps: Black Horn of Heaven, Diving Wrath, 3x Forced Back, 2x Magic
Drain, Mirror Force, 2x Negate Attack

Anyways, the area past the first fence is opened along with Gellenduo
wanting a card they lost... Remember to switch your deck back!

Freya, Spirit of Victory
Deck: Shining Bright
Deck Type: Fairy Beat-Down
Card List: To come
Cards Given: Victory Dragon and Freya - Spirit of Victory
Unlock: Beat 5 times to unlock Elemental Mistress Doriado in WC mode
Notes: Okay, this one is a tad different, it doesn't have the counters
of the other; instead it is more aggressive and includes the ritual
summon Shinato, which will be quite devastating if it gets out.

Royal Knight
Deck: Elite Shining
Deck Type: Warrior
Card List: To come
Cards Given: Imperial Order
Unlock: Beat 5 times to unlock Light Effigy in WC mode
Notes: Uses solely warrior type monsters including the Silent and
Mystic Swordsmen. Also has the general warrior type staples to keep up
the aggression.

At some point Kaibaman might appear as well on the map, I believe you
need a Blue-Eyes White Dragon to spawn him though, make a deck with it
and battle him.

Kaibaman
Deck: Blue Flame Servant
Deck Type: Dragon Beat-Down
Card List: To come
Unlock:
Notes: His deck is of course to get Blue-Eyes Ultimate Dragon as
quickly as possible via cards like Future Fusion and other
polymerization like cards.

After beating Royal Knight and Freya talk to the two duelists in the
first area and they will mention a weird cloud... and then some red
creature will appear in the second area. Time to duel...

Cloudian - Poison Cloud
Deck: All Wrapped Up
Deck Type: Cloudian
Card List: To come
Unlock: Unlocks him in WC mode
Notes: The first Cloudian deck you'll be up against. Basically they use
a variety of effects powered fog counters to be annoying and lock you
down while they swing in for measly damage. The other main thing, is in
battle, cloudians are invincible; so they can be quite annoying to deal
with unless you have a way to 'tap' them or have a bunch of removal. On
top of that he'll play Sanctuary so he doesn't take damage.

The next section of the map will open up via the arrow after you beat
him; then head in. In here you'll have a couple of challenges, beat
everyone the standard number of times.

Dancing Fairy (1000LP)
Deck: Dancing Duel
Deck Type: Burn/LP Gain
Card List: To come
Unlock: Beat 5 times to unlock Gemini Elf in WC mode
Notes: Pretty easy, especially since she can kill herself with one bad
coin flip; just be quick and it shouldn't be troublesome unless she
kills you the first turn. Also if you want to make this really fast
just make a deck with a couple tremendous fires and go first.

Mokey Mokey (80 card deck)
Deck: Mokey Mokey Trio
Deck Type: Mokey Mokey Beat-Down
Card List: To come
Unlock: Beat 5 times to unlock Petit Dragon in WC mode
Notes: Basically his deck contains a ton of various deck thinning, if
you can think of a card that fetches copies of itself, it's probably in
its deck. On top of that he has a ton of removal spells/traps so be
prepared and be aggressive. I really can't offer many tips on building
an 80 card deck aside from copying his strategy but actually using it
to fetch effective cards or get out combos.

Senju
Deck: Counting Stars
Deck Type: Ritual
Card List: To come
Cards Given: Last Turn
Unlock: Beat 5 times to unlock Maju of the Ten Thousand Hands in WC
mode
Notes: Nothing special for this duel. His deck contains powerful ritual
cards (Shinato and Reshef the Dark Being), so I recommend you side in
some hand destruction. If he gets a bad hand they'll probably never hit
the field before you beat him though.

For beating those three five times each you'll unlock a new pack,
Ancient Gadgetry. In addition another stone challenge will pop up on
the map. Go up to Senju again and he should say he picked up something
and will give it to you if you win in 5 turns. Otherwise, it's the same
as before, just be snappy. The prize he gives you is Nova Summoner. A
new duelist will appear on the previous map...

By this point you should have the level 2 tournament unlocked as well.
I recommend beating it right now as well, as beating it 5 times will
unlock a pack containing some awesome cards (dark world, necroface, He
Des, and others.) I've covered some of the duelists in the tournament
already, I'll cover others later in the guide. The tournament may prove
fairly difficult, but keep it up and not only will you get a new pack
you'll be a step closer to the next. The pack you unlock for whooping
up on the tournament is World in Between.

After that, its a bit of a hard choice, you can go ahead and beat the
next 10 duelists in WC mode for a great pack or continue on in DW to
get the cool packs for beating the rest of this one and unlocking the
next world. 3 vs 1... Well, I'm going to go with beating this world for
now, since it will be funner as well.

Approach the gate guard, his challenge is to make him run out of cards,
so make a 'mill' deck. Cards like Needle Worm, Card Destruction,
Morphing Jar, etc... There is actually a filter of 'deck destruction'
in the card menu you can use to help. I recommend using cards like
Macro Cosmos to not only send the cards to the graveyard but remove
them from play for that extra punch.

Radiant Jeral (Deck out)
Deck: Draw No More
Deck Type: Fairy
Card List: To come
Notes: Basically another fairy deck with a bunch of counters and some
additional draw ability. Otherwise, nothing special, it would be fairly </pre><pre id="faqspan-3">
easy just to stall him until he decks himself out.

Anyways, after beating him even more of the first map will show up when
you scroll upwards. In addition, there is a building being guarded but
ignore that and deal with the other duelists.

Guardian Angel Joan
Deck: Walking on Clouds
Deck Type:
Card List: To come
Unlock: Beat 5 times to unlock St. Joan in WC mode
Notes:
Marshmallon
Deck: Sky Gazer
Deck Type: Light Type Beat-Down
Card List: To come
Unlock: Beat 5 times to unlock Watapon in WC mode
Notes: A light type deck focusing on the offensive (weird for a stall
monster... I guess it is one of the more offensive stall monsters
though). Also likes to use the standard, annoying ritual monsters
you've been seeing recently (Shinato); other than that nothing new.

For finishing off all the duelists on the first map you unlock the
pack, The 7 Crystals. Time to go back to WC mode to get the pack for
beating 40 duelists; hopefully you got some out of the way in the
tournament.

Elemental Mistress
Deck: Beautiful Tactics
Deck Type:
Card List: To come
Unlock:
Notes:

Petit Dragon
Deck:
Deck Type:
Card List: To come
Unlock:
Notes:

Manju of the Ten Thousand Hands
Deck: Choose an Action
Deck Type:
Card List: To come
Unlock:
Notes:

Gemini Elf
Deck: Get-a-long Sister
Deck Type:
Card List: To come
Unlock:
Notes:

Cloudian - Poison Cloud
Deck: Freedom for All
Deck Type:
Card List: To come
Unlock:
Notes:

Light Effigy
Deck: Flickering Flash
Deck Type:
Card List: To come
Unlock:
Notes:

Great Shogun Shien
Deck: A Samurai's Life
Deck Type:
Card List: To come
Unlock:
Notes:

Injection Fairy Lily
Deck: Maiden Honor
Deck Type:
Card List: To come
Unlock:
Notes:

Vortex Kong
Deck: Power of Instinct
Deck Type:
Card List: To come
Unlock:
Notes:

The pack you unlock is Dark Meets Light. Alright, let's get that stone
challenge out of the way...

Stone Challenge: Exodius the Ultimate Forbidden One
Deck: Forbidden Grave
Deck Type: Beat-Down/Exodia
Card List: To come
Unlock: Beat to unlock Adrian Gecko in WC mode and the Adrian Gecko
Duel Disk
Notes: The usual here, and to be honest, this is probably one of those
duels where it will probably come down mainly to his opening hand.

Here is the deck I used; a lot of stall mostly until I get my Exodius
out and then use Diffusion Wave-Motion for an easy victory:
All 5 Exodia Pieces, 3x Exodius, Marshmallon, Spirit Reaper, Treeborn
Frog, Card Destruction, 3x Card Trader, 3x Dark World Dealing, 3x
Diffusion Wave-Motion, Fissure, Heavy Storm, Mystical Space Typhoon,
Nobleman of Crossout, 2x Pot of Avarice, Premature Burial, Smashing
Ground, Swords of Revealing Light, Call of the Haunted, Magic Cylinder,
Mirror Force, 3x Ojama Trio, 3x Sakuretsu Armor, Trap Dustshoot

Back to World 5 and talk with the man guardian the building and give
him the Nova Summoner card. Unfortunately, it seems you stole it; Why?
I thought we were friends. Anyways, you gotta duel to prove your
innocent (what?)

Voltanis the Adjudicator
Deck: Aerial Judgment
Deck Type: Light Type Beat-down
Card List: To come
Unlock:
Notes: Another light theme deck, this one containing Voltanis and
frankly a ton of bounce cards to stall until he can bring it out. But
considering there is no downside for losing, no real point in offering
you advice.

Afterwards, win or lose a new duelist will appear on the map. His
challenge is rather simple, you must do a whopping 8000 LP of damage in
a single turn.

Harvest Angel of Wisdom
Deck: Shining Aitsu
Deck Type: Yet another Light-Type/LP Gain deck
Card List: To come
Notes: The real trick is not doing any damage until necessary, you
obviously can't deal 8000 LP worth of damage in one turn if he's nearly
dead. Fortunately, he will gain some extra LP through the use of
spells, and it might not be a terrible idea to let him if he runs into
some face down cards and takes damage. I recommend using a deck with
Demise to blow up the field and then use some resurrection cards to
swing for massive damage.

After beating the challenge the final area of the first map is
revealed, along with another stone challenge. This one is for Rainbow
Dragon. You should already have the pack containing the jeweled beast
cards, so create a deck using them and Rainbow dragon and give it a
shot.

Stone Challenge: Rainbow Dragon
Deck: Over the Rainbow
Deck Type: Crystal Beast
Card List: To come
Unlock: Beat to unlock Jesse Anderson in WC mode
Notes: His deck is a pretty standard crystal beast deck; basically
whenever you destroy one of his monsters it'll be moved to the
spell/trap card zone and then he'll use various effects/cards to use
them or bring them back. The hardest part will probably be actually
summoning Rainbow Dragon; you should note that your opponents monsters
do count as part of the summoning condition for Rainbow Dragon for
Crystal Beast cards on the field; although it's probably safer if the
cards are in the graveyard since your opponent probably is going to
play Rainbow Dragon soon as well.

In addition, you should unlock Joey Wheeler as a duelist in WC mode for
beating six stone challenges. Then proceed to the man at the tower, he
may be familiar (heh). His challenge is you must activate 10 spell
cards. This shouldn't prove especially challenging, but may require you
to make a new deck. I personally used a Diamond Dude deck to complete
this challenge (its a good deck in general as well.)

Alkana Knight Joker (activate 10 spells)
Deck: A Warrior's Pride
Deck Type: Warrior Beat-down
Card List: To come
Notes: If you used the deck I recommended at the deck, you are probably
intimately familiar with his strategy; use the poker cards to fusion a
powerful monsters. Nothing really more than that, but don't forget to
activate 10 spells before you whoop him up.

Alright move on up the tower, this one is to activate 10 traps cards.
For this one I use a deck called chain burn (another deck which is good
in general use and will prove good in upcoming challenges. Here is the
deck I used (which I totally net-decked to be honest from Throwdownarmy
on Pojo.)
Monsters: 2x Lava Golem, Marshmallon, Morphing Jar
Spells: Chain Strike, 3x Poison of the Old Man, Scapegoat, 3x
Tremendous Fire
Traps: 3x Accumulated Fortune, Ceasefire, 2x 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

Pretty simple strategy; it's a burn deck relying on chaining cards
together (by holding down the A button when activating a trap you can
chain off your own cards.)

The End of Anubis (Activate 10 Traps)
Deck: Grand Protectors
Deck Type: Graveyard Lockdown
Card List: To come
Notes: With the deck I listed you'll probably have no problem with the
condition considering it uses a ton of traps/card draw. He uses
Necrovalley and The End of Anubis to prevent you from using your
graveyard to any effect. If you use the deck I posted that won't really
be any hindrance. He does have some stall and some prevention from you
using spells/traps which will probably be your biggest hindrance.

Alright the next one is a bit... different... You have to win when you
have 5 or fewer cards left in your deck. I would use a deck with
Monster gate and very few monsters to thin out your own deck as fast as
possible; a mill deck would work as well if you nearly deck yourself
out as well; or just drag out the game as long as possible.

Arcana Force Extra - The Light Ruler
Deck: Nightsong Crush
Deck Type: Mill
Card List: To come
Notes: His deck will actually be helping you out a bit with this one by
using Vampire Lord/Lady, Gravekeeper's Servant, Needleworm, etc...
Otherwise, nothing really special about his deck.

The next challenge is to make your opponent discard 10 cards from their
hand. A mill deck is probably good here (Don Zaloog, White Magical
Hats, Card Destruction, Robbin Goblin are all good for this challenge).

White Night Dragon (Make him discard 10 cards)
Deck: Blue-Eyes Light
Deck Type: Beat-down
Card List: To come
Notes: His deck mostly relies on card advantage to field powerful
monsters. Once again, nothing special but the condition. I should note
that simply letting him discard from having too many cards does not
count, so don't make the same mistake as I did. If he plays infinite
cards, I recommend letting him as it will make this challenge easier.

The next challenge is to form a chain of 5 or more cards, for this I
recommend the deck I posted a bit up (the chain burn deck). Like I said
before chain off your own cards by holding down A, knowing this it
shouldn't be difficult.

Beast King Barbaros (make a chain with 5 links)
Deck: Beast Beatdown
Deck Type: Burn/Destruction
Card List: To come
Notes: Pretty simply deck on his part, a fair amount of burn and a way
to clear the field using Barbaros. That'll probably be your primary
concern but it takes 3 tributes to get out so hopefully he'll be mostly
beaten by then. Take the advantage of chaining your cards off his for
increased effects.

After beating him the real trial beings! The gate is pretty much the
same as one of them before but a little harder, you have 5 duels in a
row and you must win to pass, no 3 this time, you have to go all the
way. I recommend you do the same as before, be conservative, thats the
best advice I can give. By this point you should hopefully have several
decks available, use your best. If you need some deck help I recommend
hopping onto popular sites for the game and looking up decks you can
make with the cards you have. I personally use a Necroface Mill deck
with Soul Reversal for this one since it has some life gain.

Sky Guardian - Sefolile
Deck: Line Them Up
Deck Type: Stall/Destiny Board
Card List: To come
Notes: First deck is a stall deck whose main win condition is to use
the instant win final cards, any amount of removal should hose this
deck pretty substantially. He also uses Horus, so watch out for it as
it can make or break his deck by protecting his Destiny Board cards.

Sky Guardian - Sefolile
Deck: Monarch Deck
Deck Type: Beatdown
Card List: To come
Notes: Uses a lot of normal summons/high defense monsters to stall for
the big guys. Also likes to use a bit of card switching to sacrifice
your monsters for his. If he starts getting monarchs out you might have
some trouble with all the removal flying across the board.

Sky Guardian - Sefolile
Deck: Duel Responsive
Deck Type: Beat-down
Card List: To come
Notes: Uses mostly Fairy and Fiend type cards with a few others thrown
in for their special effects. In addition, it has some control in it as
well and some effect negation.

Sky Guardian - Sefolile
Deck: Good Old Strength
Deck Type: Warrior/Gamble
Card List: To come
Notes: Mostly uses the Sasuke Samurai cards for a variety of
interesting effects. Otherwise, his only big card of note is the very
annoying blowback dragon. Of course he also has fairy box to be even
more annoying...

Sky Guardian - Sefolile
Deck: Pitch Dark
Deck Type: Wicked Beat-Down
Card List: To come
Unlock: Beat to unlock Dark Zane in WC mode
Notes: He relies on the powerful wicked tribute monsters (The Wicked
Eraser, Wicked Avatar, Wicked Dreadroot). My best advise is to have
something like mask of restrict or swarm him before he can get them
out. Unfortunately, most of his monsters are fetch type which makes
getting rid of them quickly quite a pain.

At this point the game rolls credits like the game is over, but don't
worry, we still have one world left and plenty of other stuff still to
do! Let the credits roll, as you save the game after the credits are
done (would be a shame to have to redo that last challenge.)

At this point you'll unlock Structure Decks in the store; they are good
for rounding out your collection, but at this late stage in the game
not much else. You'll also unlock the next two packs; Magma Eruption
and Mother Earth. In addition you'll unlock the Celtic Guardian
wardrobe item.

~~~~~~~~~~~~~~~~~~~
~3. PACK UNLOCKING~
~~~~~~~~~~~~~~~~~~~
Pack List = you unlock the card list for each pack when you have gotten
80% of the available cards in said pack.

White Light Ruler:
Unlocked: Automatically

Fiery Rage:
Unlocked: Automatically
Alkana Knight Joker
Breath of Light
Castle Walls
Celtic Guardian
Cocoon of Evolution
Dark-Piercing Light
Electro-Whip
Eradicating Aerosol
Exodia the Forbidden One
Fake Trap
Fissure
Forest
Giant Trunade
Gravedigger Ghoul
Great Mouth
Horn of Light
Horn of the Unicorn
Illusionist Faceless Mage
Insect Armor with Laser Cannon
Jack's Knight
Judge Man
King's Knight
Larvae Moth
Laser Cannon Armor
Left Arm of the Forbidden One
Left Leg of the Forbidden One
Magical Arm Shield
Malevolent Nuzzler
Mystical Refpanel
Negate Attack
Ookazi
Perfectly Ultimate Great Moth
Petit Moth
Queen's Knight
Red Medicine
Reinforcements
Right Arm of the Forbidden One
Right Leg of the Forbidden One
Rogue Doll
Rush Recklessly
Saggi the Dark Clown
Silver Bow and Arrow
Soul Release
Spellbinding Circle
Stop Defense
The Cheerful Coffin
The Reliable Guardian
The Snake Hair
Tribute to The Doomed
Ultimate Offering

Chaos Knight:
Unlock: Automatically

Dark Legend:
Unlock: Automatically

Dark Flare Battle:
Unlocked: Automatically

Ultimate Power:
Unlocked: Automatically

My Hero:
Unlock: Beat 3 duelists 5 times in free duel in WC mode

Inhuman Creation:
Unlock: Beat 6 duelists 5 times in free duel in WC mode

Inherited Magic:
Unlock: Beat 10 duelists 5 times in free duel in WC mode

Pitch-Dark Virtue:
Unlock: Beat 15 duelists 5 times in free duel in WC mode

King of the Ark:
Unlock: Beat 20 duelists 5 times in free duel in WC mode

Rumbling Thunder:
Unlock: Beat 30 duelists 5 times in free duel in WC mode

Dark Meets Light:
Unlock: Beat 50 duelists 5 times in free duel in WC mode

Shocking Energy:
Unlock: Have 50 total duels

Extreme Wisdom:
Unlock: Have 100 total duels

Rousing Chaos
Unlock: Get to the World of Sunlight

Absolute Nothing
Unlock: Get to the World of Sunlight

Never Setting Sun
Unlock: Get to the World of Civilization

Thirst to Destroy
Unlock: Get to the World of Civilization

Sleeping Tomb
Unlock: Get to the World of Darkness

Ultimate Darkness:
Unlock: Get to the World of Darkness

Darkness Removed:
Unlock: Get to the World of Order

Bloodline Destiny:
Unlock: Get to the World of Order

Mother Earth:
Unlock: Get to the World of Chaos

Magma Eruption:
Unlock: Get to the World of Chaos

Ultimate Light:
Unlock: Beat all duelists in world one five times (including Curran
which only appears after opening World 2)

Dragon Destroyer
Unlock: Beat Warrior Lady of the Wasteland and Kabazauls in World 2
five times each.

Out of the Abyss
Unlock: Beat Abyss Solider, Maiden of the Aqua, and Serpent Warrior of
Darkness five times each in World 2.

Beyond Ultimate:
Unlock: Beat Luster Dragon, Stronghold the Moving Fortress, Fox Fire,
and Great Angus five times each in World 3.

Ancient Gadgetry:
Unlock: Beat Mokey Mokey, Senju, and Dancing Fairy five times each in
World 4 in the cloud map.

The 7 Crystals:
Unlock: Beat Marshmallon, Guardian Angel Joan, Thunder Nyan Nyan, Royal
Knight, Freya, and Absorbing Kid From the Sky five times each in World
5 on the first map (two-thirds of them won't appear until you are
nearly done with World 5.)

Bringer of Light
Unlock: Have 200 total duels

Menacing Ruler
Unlock: Beat tournament level 1 5 times.

World in Between:
Unlock: Beat tournament level 2 5 times.

Structure Decks:
Unlock: Get to the World of Chaos

<More to come>

~~~~~~~~~~~~~~~~~
~4. THANKS TO...~
~~~~~~~~~~~~~~~~~

Cjay and everyone at Gamefaqs for their great site.

Nintendo for making the DS.

Everyone who has or will contribute to this guide.

And Konami for making a fun franchise.

This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use
of this guide on any other web site or as a part of any public display
is strictly prohibited, and a violation of copyright.

Deck:
Deck Type:
Card List: To come
Unlock:
Notes:

Decks:
Deck Types:
Card List: To Come
Unlock:
Notes:

Level 1 Duelists: Dark Scorpion - Meanae the Thorn, Reaper on the
Nightmare, Hino-Kagu-Tsuchi, Jerry Beans Man, Kaiser Sea Horse,
Elemental Hero Lady Heat, Stray Lambs, Spirit of the Pharaoh,
Gravekeeper's Chief, Winged Kuriboh, Aquarian Alessa, Chrysalis
Dolphin, King of the Skull Servants, Otohime, Dark Magician Girl

Level 2 Duelists: Marie the Fallen One, Kozaky, Luster Dragon #2,
Chrysalis, Il Blud, Petit Dragon, Manju of the Ten Thousand Hands,
Gemini Elf, Volcanic Doomfire, Ojama Yellow, Cloudian - Poison Cloud,
Blowback Dragon, Winged Kuriboh, Gear Golem the Moving Fortress,
Silpheed, Hino-Kagu-Tsuchi, Reaper on the Nightmare, Light Effigy,
Sabersaurus, Dark Magician Girl

For playing for 100 hours you unlock Ishizu Ishtar in WC mode.

For getting at least 80% of the cards you unlock View Mode and Tag View
Mode.

For getting at least 8% of the cards you unlock the King Coat and Hair
No. 13.

For having 50 tag duels (wins or losses) you unlock Far Out Duo
(Jasmine/Mindy) in WC Free Duel.