-=[+   LOST KINGDOMS   +]=-

v1.0

F.A.Q. by Dark-Talon
[[email protected]]


June 5, 2002

Basically, I wrote this F.A.Q. because I realized just how annoying it
was to have to experiment with each card to figure out what it
transformed into. So, the intention of this F.A.Q. is to get you every
card as soon as humanly possible in the most painless fashion

Yes, I know that "Beelzabub" and "Decoy Piller" are misspelled, but
don't blame me, blame Activision. I left them as they were so they could
be searched for by their "proper" name.

Okay, to use this guide, you can either read straight through, or search
for something specific. With other guides, I noticed that searching for
a card often took quite a while, as it would cycle through any instance
of the card name. To circumvent this, the actual card list contains the
names in brackets. For example, to find Mind Flayer, search for [Mind
Flayer]. Also, if you know the number of the card, you can find it that
way as well in the format used within the game (001-105).

What's different about this guide is that first, it's not a walkthrough
to beat the game; it's to obtain all the cards quickly. And while I have
a list of all of the cards in the game (although I did not include
spoilers of cards that you obtain as you progress later into the game),
I have not listed any unnecessary information such as the card profile
or certain details about the cards. What I have provided is what I
believe is the first F.A.Q. to list both what cards transform into and
transform *from*, which is highly useful when determining the easiest
path to obtaining each card.


==================================
======[      Contents      ]======
==================================


I.   Updates
II.  Controls
III. Card Types
IV.  Gameplay Tips
V.   Walkthrough
VI.  Card List
VII. Credits, etc.

=================================
======[    I.  Updates    ]======
=================================


June 5, 2002
    Started F.A.Q.

June 14, 2002
    v1.0 - Got off my ass and finished up the meticulous "Transformed
From" values in the card list, not to mention remembering to submit the
F.A.Q.


=================================
======[   II.  Controls   ]======
=================================


The controls are pretty basic, but if you didn't get an instruction
guide (like me), this may be helpful.

Analog control/D-Pad - Move character
C-Stick - Change camera angle
Start - Open Menu
L - Hold and press A, B, Y, or X to attempt to *Capture*
R - Hold and press A, B, Y, or X to *Discard*
Z - No function
A - *Use* card in corresponding location [bottom]
B - *Use* card in corresponding location [left]
Y - *Use* card in corresponding location [top]
X - *Use* card in corresponding location [right]

Use: Will activate card in corresponding position. Summoned and Weapon
cards will always execute where you stand, but other cards can be guided
by holding the corresponding button and steering with the analog or D-
Pad until it lands. Different card types will behave in different ways.
Refer to the *Card Types* section for more information.

Capture: Works similarly to guiding a card as you have to hold the
corresponding button until it reaches its mark, except that if it hits
the ground, it will do nothing. Upon striking a creature, it will damage
it some. If it deals enough damage, you may capture that creature (some
creatures are special and cannot be captured. Bosses and fixed battle
creatures are examples of creatures that cannot be captured). Don't be
wary of capturing! You don't permanently lose the card that you capture
with, it's only gone for the duration of the mission, or until you
restore your cards. Besides the benefit of getting the card for free,
you can add the captured card into your deck at a Deck Point during the
same mission.

Discard: Discarding can sometimes be helpful when you get rid of a card
that you don't want to use, or don't need, whatever the reason may be.
The card is only gone for the duration of that battle, or until you
restore it. Discarding is helpful generally in situations where you have
all of your cards in your deck available to you and your only cards in
hand are healing or restoration cards. Since they are available again
after the battle, or after restored by another card, it doesn't hurt to
discard if you're careful and have other restoration cards to use.


=================================
======[  III. Card Types  ]======
=================================


There are three main card types: Independent, Weapon, and Summoned.
Independent also has two sub-types: Trap and Spin Card. Independent,
Trap, and Spin Cards all behave similarly, in that as you cast them, you
can guide them to get them into optimum positioning. Weapon and Summoned
cards behave similarly only because they are both executed where you
stand (i.e. it's not possible to guide where it will go, besides which
direction you're facing), although Weapon cards tend to leave you more
open to attack, since you have to be somewhat close to attack and
casting them freezes you for a moment. Summoned cards avoid this because
Katia transforms into the card and is temporarily invulnerable. Below is
a more detailed description of each card type. As with everything else,
there are some exceptions.

*Independent* [icon looks like a yellow joystick.. maybe..]

    Independent cards serve can one of two functions when used. They
either roam around and attack creatures, or they may perform various
functions such as boost other cards, poison enemies, or sap the life out
of everything. One of the most useful functions is that of distraction
(i.e. meatbag). Independent cards will lose life at varying rates while
in combat, so keep an eye on them.

*Weapon* [sword icon]

    Weapon cards are for the most part pretty straightforward. When
used, a ghost-image of the card will appear over Katia and attack
directly in front of her. The range varies from card to card and many
weapon cards have multiple (as many as four, I think) charges.

*Summoned* [red dragon icon]

    Summoned cards have a variety of functions. Most attack, some heal,
some return lost cards, some heal *and* return lost cards, and a select
few have strange *special* uses. Like weapons, attacking summoned cards
vary in range. Also note that each element has a card that only hurts
creatures of the type it is strong against.

*Trap* [Yellow joystick thing?]

    Most trap cards perform the same function. They lay in wait until
an unsuspecting creature stumbles upon it, then they make their move. A
trap will deal its damage, then expire. There are also a few traps that
will perform a special attack when three of that trap are on the
battlefield.

*Spin Card* [Whatever the hell that yellow thing is]

    There's not much to say about this type of card, as there are only
three of them. I must admit that the Juggernaut amuses the hell out of
me, though--especially the copy animation (think Ghost Rider). Anywayyy,
they simply rotate around Katia, damaging any enemies it collides with.
If you walk close enough to an enemy, you can force the Spin Card to
collide much more often, even shove the enemy around. The downside to
Spin cards is that they quickly drain life in combat and their effects
are limited, especially since two of the three are earth and the other
is wood. Apparently I lied when I said there's not much to say about
Spin Cards. "Look at 'em spin! Whee!"

Note: If you've said anything similar to that while playing, you have
two options:

1) If someone heard you say it, get yourself another Pepsi and keep
playing.

2) If you're the only one in the room, turn off your GameCube and get
some sleep--possibly check your medication.


=================================
======[ IV. Gameplay Tips ]======
=================================


1. Remember elemental weaknesses! If you pair up the strong element vs.
the weak element, you will definitely have more of an advantage in
battle. This isn't totally necessary, but it will help. To help you
remember elemental strengths and weaknesses, there is even a little
diagram in the upper-left corner of the screen. Read it clockwise:

Earth > Water > Fire > Wood > Earth

If you didn't get that, Earth beats Water, Water beats Fire, Fire beats
Wood, Wood beats Earth. Also, consider taking a basic math class.
<smirks>


2. Personally, I think this is more important than the first tip, but I
didn't want to downplay the importance of the elemental theme of the
game. Anyway, I suppose this is a couple of tips wrapped into one. First
off, deck size is really important. You can have a maximum of 30 cards,
but if you're familiar with Magic: The Gathering (or, if you have any
amount of common sense), you know that fewer cards means you're more
likely to get the cards you want. You may think that fewer cards means
you're more likely to lose due to running out of cards, but there's a
virtually fail-proof method to having a deck of eight or so cards,
getting every card you need, and not running out--ever. This is
basically the backbone of the strategy that I will provide in acquiring
every single card in the Walkthrough section. There are a small number
of cards at your disposal that have the spectacular ability to return
cards that you have already used--four, to be exact. Sea Monk, Rheebus,
Unicorn, and Mind Flayer. Now lets take a look at what exactly each one
does.


Unicorn
Required Stones: 6
Returns 1-5 used/discarded cards and restores 50% health.

Sea Monk
Required Stones: 8
Returns 1-5 used/discarded cards.

Rheebus
Required Stones: 3
Returns 1-2 used/discarded cards and restores 30% health.

Mind Flayer
Required Stones: 18
Returns 5-10 used/discarded cards.


As you can see, the Mind Flayer would generally return every card used
in a small deck of 8 or so, but it's also sort of overkill, not to
mention it costs a small fortune to play. Clearly, the most practical
card to use is the Unicorn. It both heals half of your life (and often
will heal your cards' HP, too) and returns 1-5 cards for less than Sea
Monk, which returns the same amount of cards, yet does not heal. I
presume it's the effort of making a Unicorn that brings down the cost--a
very helpful feature. In the Card Walkthrough section, I will go into
more detail on how to effectively use these cards to rapidly gain
experience for other cards.

3. While I praised the Unicorn for its decreased cost in the previous
tip, this tip is that stone cost doesn't really matter. While it's nice
to have powerful, low cost cards, I find that on a regular basis (each
battle), I exhaust my stones and burn through HP to cast cards without
any stones. I find that it's usually not a problem when using a deck
with multiple Unicorns and a Water Bird (which are both a key component
in the experience deck), *except* that you need stones in order to
attempt a Capture Throw, which in my opinion is necessary to gain
experience with non-attacking creatures that aren't often used.

4. If you are going to transform a creature, either make sure you have
at least two, or that you can easily transform another creature into the
one you've used. Basically, just make sure that you're getting the new
creature the easiest way possible, which is what this F.A.Q. is all
about.

5. While you're casting a card, you're invincible, even while guiding
the card to a place to land. Use this to your advantage if you're going
to get hit. Unfortunately, while you're standing still casting, enemies
are still drawn to you, and in the case of certain creatures, the moment
you come out of the casting animation, you will take damage, and even
die, if your HP is low enough. This is a good reason to be cautious when
using a card you don't have the required stones available to use.

6. Playing straight through the game is no way to build a respectable
collection of cards. While it's true that a lot of the cards can be
obtained by playing straight through, you get them much sooner if you
transform, and some cards can only be obtained through transformation.
It's necessary to abort a mission, use any experience collected, and go
back for more. You don't lose anything for aborting missions, so feel
free to do so.

7. When a creature dies to poison, no one gets experience for the kill.
This means that creatures like the Hydra can't get experience (a
reasonable amount, at least) on their own.

8. Unfortunately, capturing creatures instead of killing them can result
in a lower rating upon completing a mission, which means less chance of
getting the rare cards that would save you some time had you gotten them
from the Level Bonus.

9. After a while, I began to wonder what exactly made my non-attacking
creatures gain experience. At first, I thought it could be related to
the amount of times cast, but no.. way off. Then, I thought maybe you
only got experience for casting it once per battle, but I realized that
my cards that didn't even get put out got experience. I was searching
for a number to relate this to, and I realized that the stones that you
collect during the battle are the experience they gain. I don't know
whether or not this information is in the instruction booklet, because I
rented the game, so don't laugh and say it was obvious. I figure someone
else might benefit from knowing this, too. Anyway, since these types of
cards (e.g. healing and effect cards) are less able to gain experience
on their own, there are a few things that you can do. First, my favorite
method (and most effective) is performing a Capture Throw at an already
weakened monster with the card that you wish to gain experience. This
will count as defeating the monster. Even if you can't capture the
creature, it still deals damage. Another method involves using Goblin
Lords to "farm" experience. Goblin Lords continually roam the
battlefield and pluck small to medium-sized stones from the ground.
Also, a little known feature of the Banshee card is that a portion of
the HP drained from victims is returned to you as experience. The
benefits of Banshee card used in this manner are limited, but it's one
of my favorite looking cards (the portrait and casting animation). I
will go into more detail of the first two methods towards the end of the
Walkthrough section. Whichever method you choose to employ, it doesn't
hurt to pick up as many stones as you can from those that your enemies
drop.

10. Last, and important for reasons of sanity: Don't freak out when you
realize there are still seven cards that you're missing--you'll get them
as you play through the game.

Oh, and save often. I guess I lied about the painless part, but with my
help, it should be much easier and faster. The saving is just for your
benefit. Now, on to the walkthrough.


=================================
======[  V.  Walkthrough  ]======
=================================


This is basically a walkthrough up until the point of obtaining optimum
experience and getting a few cards along the way. Monsters are listed so
you can choose to capture one instead of transforming or buying, if
applicable. Bosses are any creatures that cannot be captured. Treasures
are anything found in chests. Other is anything found under special
circumstances. Level Bonuses are the cards that you have a chance choose
from upon completion. I'm not certain about this, but I think the
breakdown for Level Bonus is:

***** Three cards
****  Two cards
***   Two cards
**    One card
*     Nothing

Throughout the walkthrough, for any level I suggest you try for the rare
card in the Level Bonus, you may want to abort the mission after you
have collected all of the treasure, red fairies, and any other special
objective, then, save the game and return to the level. Since you won't
have to go out of your way to get anything but to the end, you'll have
taken less damage, used fewer cards, which means a better chance at
getting the rare card upon completion.

Alanjeh Castle:

Comment: I wouldn't recommend you capture the Skeleton. Use a Man Trap
to get the best rating. You'll probably get the skeleton from the Level
Bonus, anyway (don't worry, there's plenty of skeletons to be had
later).

Monsters: Skeleton

Treasure: Rune, and your starting deck

Level Bonus: Birdman x3, Fairy x2, Skeleton x1


After Alanjeh Castle, your inventory should be something like this:

Skeleton      0-2
Lizardman     3
Man Trap      3
Fairy         1-3
Lycanthrope   1
Dark Raven    2
Birdman       1-4
Dragon Knight 1

If at any point through this walkthrough, your cards don't match up
exactly, don't worry too much. You'll be able to get every card.

For now, as far as strategies go, just throw everything into one big
deck and add any cards possible at Deck Points.


Plains of Rowahl:

Comment: I suggest saving before this level. If you don't get the Sand
Golem as a Level Bonus, you may want to load and try again. This isn't
the only opportunity to get a Sand Golem, but it's very helpful to have
to help gain experience for other cards.

Monsters: Hobgoblin, Man Trap, Mandragora

Boss: Sand Golem

Treasure: Hobgoblin x2, Man Trap x1, Dark Raven x1, Mandragora x1

Level Bonus: Hobgoblin x3, Mandragora x2, Sand Golem x1


Apothecary:

Speak with Gurd to unlock the Dahl-Nok Valley side quest.


Dahl-Nok Valley:

Comment: It's not really feasible to start transforming here. The giant
bees only give 100 experience and they're a pain in the ass. Anyway,
kill the hives on the first side of the river, leaving the others intact
(the less you break, the more cards you have available to fight the
Cockatrice with). Break the three eggs you find, saving the one on top
of the hill for last. You'll fight two Cockatrice. You want to capture
both of them. Dark Raven works pretty well to lower their life, and then
keep trying to capture them. If you need to, go add them to your deck at
the Deck Point--they beat the hell out of the bees. Defeating the
Cockatrice cleared the debris from the two previously unobtainable
boxes, containing a Venus Spider and another Cockatrice.

Monsters: Orc, Venus Spider, Cockatrice

Boss: Giant Bee x8

Treasure: Orc x2, Ghoul x1, Skeleton x1, Man Trap x2, Hobgoblin x1

Other: Lycanthrope card in stump, Mummy by the river, Venus Spider card
and Cockatrice card after defeating the two Cockatrice

Red Fairies: 4? Look in stumps after the river to be sure.

Level Bonus: Orc x3, Venus Spider x2, Giant Bee x1,


Apothecary:

Talk to Gurd. This will unlock the Gromtull Desert side quest. Since you
have three Cockatrice, sell one. You should be able to buy a Giant Crab,
3 Red Lizards, and a Flying Ray. These are all cards you can capture
elsewhere, but there's no need to be stingy with your money, this is all
it's good for. It'll save you the time and effort of transforming or the
annoyance of capturing.

Gromtull Desert:

Comment: You're supposed to kill the Sand Worm here (the billowing cloud
of dust), but avoid it until you've gotten the "great treasure." Near
every oasis is a switch that you must press to unlock the door. The
first two are easy. The second two have large cacti at the water's edge
that you must break to access the switch. This means you have to get
into a battle near the oasis and hit it, or have the monsters hit it.
For the oasis between the canyon walls, getting into a battle is
sometimes difficult, but walk around the mossy rock area of the oasis
and eventually you'll get it. The only monsters I would recommend you
try to catch are two Tricksters. Put them into your deck before you
fight the Sand Worm--it has a random chance to instantly kill anything
it hits, so it's possible to kill the Sand Worm each time you fight it
gaining around 450 experience each time, which is more than enough to
transform the Trickster. It'd be great if you got the Sand Worm for the
bonus (I guess that's obvious), but it's not necessary.. You can buy one
later.

Monsters: Mummy, Carbuncle, Scythe Beast, Trickster

Boss: Sand Worm

Treasure: Mummy x3, Skeleton x1, Sea Monk x1, Scythe Beast x2,
Lycanthrope x 1, Sand Beetle x1, Fairy x1

Other: Sand Beetle card between one of the stone arches, "legendary
treasure" room: Carbuncle x2, Crystal Rose x1 (zoom in if you can't see
anything but the mountain)

Red Fairies: 3? (Sorry I didn't really keep better track) One in a
chest, one near an oasis, and one in the middle of the desert (if my
memory serves correctly.. Probably not).

Level Bonus: Scythe Beast x3, Sand Beetle x2, Sand Worm x1


Blessoon:

Comment: Since it's kind of a big area, you may go through a lot of
cards and take a lot of damage; you may want to abort after collecting
the treasure and Red Fairies. The rare in the Level Bonus is a Fire
Golem. It's not spectacular or anything, but the only creature that
transforms into it is the Sand Golem, and unless you use it a lot, it
won't have the experience necessary to copy and transform. You can buy a
Sand Golem later from the shop, but hopefully you can get the bonus of
the Fire Golem.

Monsters: Plague Rat, Dark Raven, Lycanthrope, Fire Gargoyle

Boss: Fire Golem

Treasure: Dark Raven x2, Sea Monk x1, Skeleton x2, Mummy x1, Plague Rat
x1, Hobgoblin x1, Lizard Man x1, Lycanthrope x1, Carbuncle x1

Other: Water Hopper in a well, Maelstrom in fountain (turn the valve
left once and right three times), one of the jars near the gate has a
card in it (didn't write that down, sorry).

Red Fairies: Three? Four? You're on your own on this one.

Level Bonus: Plague Rat x3, Lycanthrope x2, Fire Golem x1


Apothecary:

Buy a Wizard, Wraith, and Archer tree


Fairy House:

Trade 12 fairies for a Fire Gargoyle and Banshee

Burial Grounds:

Comment: By this time you have about enough Sea Monks to use the
infinite cycle of cards I talked about earlier, but if you don't want to
risk running out of cards, that's okay. Wood cards will come in handy
here (especially the Banshee). You can avoid a battle by not clicking on
the fourth king's grave. The solution to the "puzzle" is: gold, green,
white, red. The rare Level Bonus is the Necromancer. Hopefully you'll
get this one.. If not, the Ghoul transforms into the Necromancer at 4000
experience.

Monsters: Skeleton, Ghoul, Venus Spider, Wraith, Banshee

Boss: Necromancer

Treasure: Skeleton x2, Wraith x1, Mummy x1, Ghoul x1, Dark Raven x1,
Fairy x1

Other: Mummy card on a corpse

Red Fairies: Five? Check the grave right where you start. There is also
one in a well and one in a chest.

Level Bonus: Ghoul x3, Wraith x2, Necromancer x1


Shayel Passage:

Comment: Okay, this level is pretty straightforward. The Red Fairy will
tell you about strange creatures in the glass tubes, so what are you
going to do? Break them, of course. The water on this level will slow
you down, so try to walk on the walkway as often as possible. Also, be
careful around the Dragonoids, they can really pack a punch, especially
if you're in the water, because you can't run far enough away after
recovering from the first hit to avoid the second, and third, and so on.
I would suggest you bring a Banshee or two for the boss fight, not to
mention capture three or four Dragonoids, if possible and put them in
your deck at a Deck Point, they'll also help against the boss. Maybe
capture one Flayer Spawn (even though you'll be able to buy one later),
because you really only need one, as there's no real use in transforming
it, so you may as well grab one. Anyway, smash any glass tube that you
happen upon. Head left, bypass the switch and head up the stairs. You
may come across a Basilisk in a random battle. Capture it if you have a
chance (not necessary). At some point you will come across a Red Fairy
in a pile of debris. Near here, there is another glass tube. When you
break this one, run back into the long hallway where there was a box and
break it open during the battle. It will reveal a chest with a Running
Bird (Ugh, I hate this card, but, it was free, so I can't complain).
Continue onward and prepare for the boss fight. First off, I suggest
using the Banshee to wipe out the Flayer Spawn (since the Banshee's
attack pierces enemies, it will work very quickly if you stack them up
just right). With that done, move in with Dragonoids against the Mind
Flayer. After the battle, slide down the nearest waterfall and hit the
switch. Skip the lovely gate animation. Now head to the right and grab
the box under the bridge. There's also another fairy in a pile of debris
near here. Take the two chests on the right, then exit the level. If you
get a Mind Flayer card from the bonus, go ahead and sell it--really, it
sounds great, but it just costs too much to use (plus you get one in the
next level).

Monsters: Flayer Spawn, Dragonoid, Water Hopper, Giant Crab, Basilisk

Boss: Mind Flayer

Treasure: Skeleton x3, Ghoul x1, Running Bird x1, Mummy x1, Sea Monk x1,
Venus Spider x1, Lizard Man x1, Dragonoid x1, Maelstrom x1, Carbuncle x1

Other: Destroy a barrel to get a Giant Crab card

Red Fairies: Six? Check piles of debris

Level Bonus: Dragonoid x3, Giant Crab x2, Mind Flayer x1


The Castle Grayl:

Comment: Okay, this is a really simple level, excepting the boss, which
really isn't that bad, either. Anyway, all you have to do is look for
suits of armor that are wielding a weapon or holding a shield and
hitting the hidden switch on them. There's a Will o'wisp card lying on
the floor in one room. Get into a battle near the suit of armor with
three boxes in front of it to get a Blood Bush card. In another room,
there will be three suits of armor with switches on them. Head back to
the beginning to get a Mind Flayer card. For this boss, the strategy for
the previous boss works pretty well, too. If you have a Sand Golem, you
can throw that into the fray to get her minions off of you. Also, I've
found that a Caterpoker (transforms from a Man Trap at 1000) decimates
her summons. The Banshee and Dragonoid will both make quick work of her
and her minions.

Monsters: Red Lizard, Birdman, Will o'wisp

Boss: Mystery Woman [Helena]

Treasure: Mind Flayer x1, Red Lizard x3, Will o'wisp x1, Wizard x1,
Mummy x1

Other: Will o'wisp on floor. Blood Bush in boxes.

Red Fairies: One or two--definitely can't miss them.

Level Bonus: Will o'wisp x3, Wizard x2, Stone Head x1


Fairy House:

Cash in your Red Fairies for a Stone Head.


Apothecary:

Speak with Gurd. Leave the Apothecary, but come back and talk to her
again. This should unlock the Rohbach side quest, which is what we've
been waiting all this time for! Now you get to have all of those
wonderful cards you've always dreamed of. Before you go, you may want to
purchase any cards that you don't already have, excepting the Land Shark
and the Chimera. You can capture a Land Shark in Rohbach and a Chimera
in the Bridge of Sarvan (go ahead and go to the bridge first and just
capture two if you can't afford them, or would rather capture them). Now
comes the part I've been working up to the whole time.


Rohbach:

Comment: Okay, this part may get a little long-winded, so I'm only going
to say a few words about the level specifically and then get into the
details after this level. The main objective here is to approach the
three large trees (yellow dots on your map), defeat the three Sasquatch
guarding the trees, and gather all three herbs, but that's not what you
want to do--not yet, at least. Now that you know not to beat this level
(in fact, don't bother grabbing any of the herbs until you're completely
done gathering experience), I'll get into what you *should* do. You'll
find an Ice Golem encased in what else, ice.. Break the ice and fight
it. Do whatever you can to capture it. You can just weaken it as much as
possible, then when it gets low, just throw card after card at it until
you capture it. Then try to capture another one by aborting and coming
back. If you happen to see a Larval Fly (nice oxymoron), or an elephant,
try to capture at least one, two if you can. The Larval Fly seems to be
most common after the first large tree, but before the ice. The Elephant
seems easiest to find from the ice onto the snowy patch near the
"slippery path" sign. Since you'll be doing this level for a while, you
will definitely see an Elephant. You may or may not see a Larval Fly.
Oh, and don't even bother fighting the random battles if you don't need
to capture them, it's just a waste of time.

Monsters: Flying Ray, Land shark, Elephant, Crystal Rose, Larval Fly,
Ice Golem

Boss: Sasquatch x3

Treasure: Hobgoblin x3, Fairy x1, Land Shark x1, Elephant x1, Giant Crab
x4, Flying ray x1, Sand Beetle x1, Carbuncle x1

Red Fairies: Four? Look in carts.

Level Bonus: Elephant x3, Crystal Rose x2, Sasquatch x1


And now, the moment you've all been waiting for.. The experience guide!

As you may, or may not have noticed, the Sasquatch creatures reward you
with a hefty 600 experience when you kill them. Sure, there may be
creatures that give more, but in my opinion, this is the easiest,
quickest, and soonest way possible to get every card. The Sasquatch is
fairly slow, slightly dumb, and doesn't have any erratic attack moves
that would put you in jeopardy, which makes him the perfect candidate
for providing precious experience.

Ideally, you'll want to have the following cards in your deck no matter
what card you are gaining experience for.

Unicorn x4
Water Bird x1
Decoy Piller x1
Catoblepas x1

I realize at this point you probably won't have all, or perhaps even any
of these cards. But don't worry, you can make do with what you have
until you manage to get the above cards. Initially, your deck may
consist of the following:

Sea Monk x4
Fairy x1-2
Sand Golem x1
Your most powerful Independent creature(s).
And the card you wish to gain experience for.

If you don't have the cards I suggest, simply search for those cards in
the Card List section and I will list the easiest ways to obtain them.

Now, no matter what cards you use here, your strategy will be
essentially the same. There are three Sasquatch battles here, one at
each of the large trees in the level. The idea is to use one of your
creatures to distract the Sasquatch (the Sand Golem works at first, but
I would suggest upgrading to the Decoy Piller as soon as possible),
weaken it as much as possible without killing it, then finish them off
with whatever card you want to gain experience for. This method will
work wonders and you'll have fully transformed cards in no time. I
recommend first going through with any cards that actually deal damage,
such as Weapon Cards and attacking Summon and Independent cards. These
will be easiest of all because they can actually fend for themselves.
Cards that are used merely for effects will be more difficult and the
strategy here will be different. When you finally get the cards I first
suggested, the most effective way of tearing through the Sasquatch works
like this: First, run away from the Sasquatch if it is near you. You
want to have the following cards in your hand for this strategy: Decoy
Piller, Catoblepas, and hopefully the card you want to gain experience
for. Anyway, if you don't have the cards you need, you can discard
healing and restoration cards if it is the first battle. If not, you can
use a restoration card to get back any cards you may not have available.
The basic idea here is to throw the Decoy Piller into a corner using a
guided throw and throw a Catoblepas about half of a screen length's away
from the pillar, and in just four shots, it will take the Sasquatch down
to 20 or so. Unsummon the Catoblepas before it kills the Sasquatch and
finish it off with whatever you've got. Lather, rinse, repeat. If your
Decoy Piller or Catoblepas are running low on life, go ahead and use a
Water Bird or perhaps a Unicorn. The Water Bird will heal your cards for
sure. The Unicorn basically has a random chance to heal your cards, as
well as healing you, as well as restoring 1-5 of your used/discarded
cards.

Now onto cards that can't deal damage on their own.

There are two ways that you can go about transforming these annoying
cards. The method I suggest uses the following cards:

Unicorn x4
Water Bird x1
Catoblepas x1
Decoy Piller x1 (sort of optional)
Hydra x1 (definitely helpful)

Okay, this strategy is somewhat similar to the one above, but they key
here is the Hydra. You have to be careful here, as the Hydra is a huge
drain on your stones. The reason I say the Decoy Piller is optional is
because the Hydra can take quite a bit of punishment on its own. You may
want to bring the Piller because the Sasquatch will still attack your
Catoblepas if he finds it before the Hydra. Since this method utilizes
the Capture Throw, you will need at least one stone left to succeed. So,
what you want to do is cast the Hydra and the Decoy Piller, if desired.
Then cast the Catoblepas in a desirable location. Make sure you gather
at least a couple of the stones the Sasquatch drops so you can perform a
Capture Throw. Anyway, after four blasts from the Catoblepas, unsummon
it and allow the Hydra to go to work. I had written a list of all the
cards that cannot attack and how much damage they do when Capture
Thrown, but I suppose I didn't save it, and I have since returned the
game. There are a few cards that only do two damage, so you'll want to
let the Hydra suck it down to two life before you throw it. The only
problem card is the Wizard, which will only do one damage when thrown.
As Hydra can work a little slowly, you could even just throw a few
random cards at it to weaken it. Be wary of using a Unicorn or Water
Bird here to restore life or cards--you may not have enough stones to
perform a Capture Throw. As most of the effect cards do not require much
experience to transform, and since there aren't too many of them, this
shouldn't take too long at all.

Another possible option, although slower, is pretty simple, too. Bring
the following:

Unicorn x4
Water Bird x1
Decoy Piller x1
Dragonoid x1
Goblin Lord x2

Now, try to get into a battle with a Crystal Rose. If there is another
creature there, too, use the Dragonoid to dispose of it. Then throw a
Decoy Piller into the corner furthest away from the Crystal Rose. It
will be out of range and will be utterly confused and will not fire. Get
out your two Goblin Lords and allow them to basically "mine" experience
for you. Just run around and collect what they unearth. Keep an eye on
the Goblin Lords' life, as it will steadily drain for just being out. If
necessary, use a Unicorn or Water Bird to restore their life, or a
Unicorn if you allow one to die to restore it. This method is
significantly slower, but perfectly safe. Use this if you have trouble
with the above method, which you probably won't.

Alright, now that I've detailed the best methods to gaining experience
for your cards, you'll still need a bit of patience to get through them
all. The damaging creatures will be easiest, even though there are quite
a few.

Now, I'll provide the list of cards, which will detail the easiest path
to get each card.

=================================
======[   VI. Card List   ]======
=================================

Obtaining the Transform Into and Copy information was easy enough to
obtain, but the Transform From information took my quite a bit of time
to compile, I just figured it would be really helpful to help you decide
which way is easiest to obtain each card. I will also comment on some
cards.

No. 001
[Skeleton]
Transform Into: Demon Skeleton 3000, Berserker 4000, Steel Skeleton 5000
Copy: 700
Transform From: Mummy 1000
Comment: N/A

No. 002
[Ghost Armor]
Transform Into: Chaos Knight 2000
Copy: 2000
Transform From: Dragon Knight 1000
Comment: Well, you really don't have many options here..

No. 003
[Red Dragon]
Transform Into: Zombie Dragon 1000
Copy: 5000
Transform From: Lizardman 6000, Red Lizard 6000, Dragonoid 4000
Comment: Definitely use the Dragonoid.

No. 004
[Lizardman]
Transform Into: Scythe Beast 1000, Venom Lizard 3000, Red Dragon 6000
Copy: 700
Transform From: Giant Crab 1000
Comment: N/A

No. 005
[Mandragora]
Transform Into: Archer Tree 1000, Kitty Trap 2000, MegaMandragora 5000
Copy: 700
Transform From: Archer Tree 1000
Comment: N/A

No. 006
[Elephant]
Transform Into: Griffin 2000, Elephant King 2000
Copy: 2000
Transform From: Griffin 700, Plague Rat 1400
Comment: Capture two

No. 007
[Red Lizard]
Transform Into: Dragon Knight 2000, Basilisk 3000, Red Dragon 6000
Copy: 700
Transform From: Banshee 1000
Comment: Buy one, two if you need another Dragon Knight

No. 008
[Unicorn]
Transform Into: Night Mare 700
Copy: 3500
Transform From: Water Bird 700, Fenril 1000
Comment: This is in my opinion the most useful card of them all.

No. 009
[Hobgoblin]
Transform Into: Trickster 3000, Goblin Lord 3000, Berserker 4000
Copy: 700
Transform From: Orc 1000
Comment: This card isn't worth the paper it's printed on. Besides,
they're terribly gassy.

No. 010
[Sand Golem]
Transform Into: Fire Golem 700, Behemoth 1400, Decoy Piller 2100
Copy: 1400
Transform From: Stone Head 1000, Ice Golem 1000
Comment: Either get one from the level bonus or buy one

No. 011
[Jack-O-Lantern]
Transform Into: Will o'wisp 1000, Sand Worm 1000
Copy: 2000
Transform From: Will o'wisp 2000
Comment: Utterly worthless card, though amusing

No. 012
[Man Trap]
Transform Into: Caterpoker 1000, Crystal Rose 2000, Catoblepas 3000
Copy: 700
Transform From: Crystal Rose 1000
Comment: Transforms into the Catoblepas. That's a good thing.

No. 013
[Sand Worm]
Transform Into: Kraken 1000
Copy: 2000
Transform From: Jack-O-Lantern 1000
Comment: Pretty decent card, either get it from a level bonus or buy it.

No. 014
[Mummy]
Transform Into: Skeleton 1000, Ghoul 1000, Sphinx 4000
Copy: 1000
Transform From: Ghoul 1000
Comment: Too little range and too little power.

No. 015
[Cockatrice]
Transform Into: Griffin 1000
Copy: 2000
Transform From: Griffin 700, Dark Raven 3000
Comment: Pretty good early on if you get them at the Dahl-Nok Valley.

No. 016
[Sasquatch]
Transform Into: Behemoth 2000
Copy: 2000
Transform From: Hand of Pain 700, Trickster 1000
Comment: Pretty decent, short range.

No. 017
[Wraith]
Transform Into: Giant Crab 1000, Banshee 1000, Puppet Master 4000
Copy: 1000
Transform From: Fire Golem 1000, Banshee 1000
Comment: Difficult to use.

No. 018
[Orc]
Transform Into: Hobgoblin 1000, Great Demon 3000, Berserker 4000
Copy: 700
Transform From: Trickster 1000
Comment: Terrible range.

No. 019
[Fairy]
Transform Into: Sea Monk 700, Siren 1400, Water Bird 2800
Copy: 700
Transform From: Flayer Spawn 1000
Comment: Helpful before you get a Water Bird or Unicorn.

No. 020
[Vampire Bush]
Transform Into: Blood Bush 700, Basilisk 700, Hand of Pain 700
Copy: 1400
Transform From: Basilisk 1000, Blood Bush 1000
Comment: Utterly useless <grins>

No. 021
[Catoblepas]
Transform Into: Rheebus 1000, Hydra 1000
Copy: 2000
Transform From: Rheebus 1400, Man Trap 3000
Comment: Spectacular card when used with a Decoy Piller.

No. 022
[Kraken]
Transform Into: Mind Flayer 1000
Copy: 3000
Transform From: Sand Worm 1000, Water Hopper 4000, Mind Flayer 1000
Comment: Pretty neat. Transform from a Mind Flayer if you have a spare
and have the experience. If not, use a Sand Worm.

No. 023
[Water Hopper]
Transform Into: Giant Crab 1000, Flying Ray 1000, Kraken 4000
Copy: 700
Transform From: Giant Crab 1000, Flying Ray 1000
Comment: Lameness: *****

No. 024
[Fenril]
Transform Into: Unicorn 1000
Copy: 4000
Transform From: Lycanthrope 5000, Ice Golem 1000
Comment: I'd recommend capturing Ice Golems from Rohbach and using the
Capture Throw method to gain them experience, then transform them into
the Fenril.

No. 025
[Lich]
Transform Into: Vampire 1000
Copy: 4000
Transform From: Decoy Piller 700, Necromancer 1000
Comment: Since you'll be using the Decoy Piller so often, you will havae
more than enough experience to copy it and make a Lich.

No. 026
[Carbuncle]
Transform Into: Plague Rat 1000, Juggernaut 1000, Whip Worm 2000
Copy: 1000
Transform From: Plague Rat 700
Comment: The Rusty Wheel, as I like to call it.. This thing is really
amusing, but that's about it.

No. 027
[Flayer Spawn]
Transform Into: Fairy 1000, Blood Bush 1000, Maelstrom 1000
Copy: 1000
Transform From: Maelstrom 1000, Blood Bush 1000
Comment: Meh..

No. 028
???
Transform Into: ???
Copy: ???
Transform From: ???
Comment: N/A

No. 029
[Zombie Dragon]
Transform Into: Black Dragon 5000
Copy: 4000
Transform From: Venom Lizard 2000, Hydra 1000, Red Dragon 1000,
Dragonoid 3000
Comment: Dragonoid is probably the easiest thing to transform from.

No. 030
[Fire Golem]
Transform Into: Wraith 1000, Efreet 1000, Ice Golem 2000
Copy: 2000
Transform From: Sand Golem 700
Comment: Not the greatest card. Hopefully you'll get it for the level
bonus in Blessoon.

No. 031
[Running Bird]
Transform Into: Gold Butterfly 700, Water Bird 2100
Copy: 700
Transform From: Gold Butterfly 700, Water Bird 700
Comment: Utterly useless. Find one--don't waste anything transforming.

No. 032
[Giant Crab]
Transform Into: Lizardman 1000, Water Hopper 1000, Ice Golem 4000
Copy: 1000
Transform From: Wraith 1000, Water Hopper 1000
Comment: You'll find plenty of these.

No. 033
[Banshee]
Transform Into: Red Lizard 1000, Wraith 1000, Mind Flayer 3000
Copy: 1500
Transform From: Wraith 1000, Scythe Beast 1000
Comment: I love this card. It's so cool looking. The Banshee also
returns some of the damage it deals as experience.

No. 034
[Land Shark]
Transform Into: Demon Hound 1000, Demon Skeleton 1000
Copy: 1500
Transform From: Flying Ray 2000, Demon Hound 1000, Sand Beetle 1000
Comment: Catch 'em at Rohbach.

No. 035
[Berserker]
Transform Into: Great Demon 1000, Goblin Lord 1000
Copy: 3000
Transform From: Skeleton 4000, Hobgoblin 4000, Orc 4000
Comment: Just transform from any of these retards. They're equally
expendable. What it boils down to is which of the three annoys you
least. At least Skeletons are Earth.

No. 036
[Flying Ray]
Transform Into: Water Hopper 1000, Land Shark 2000, Hydra 3000
Copy: 700
Transform From: Water Hopper 1000
Comment: Buy or capture from Rohbach

No. 037
[Demon Hound]
Transform Into: Land Shark 1000, Chimera 1000
Copy: 1500
Transform From: Land Shark 1000, Chimera 1000
Comment: You can buy these.

No. 038
[Behemoth]
Transform Into: Sphinx 1000
Copy: 4000
Transform From: Sand Golem 1400, Sasquatch 2000
Comment: Sasquatch is probably easier, if you don't use the Sand Golem
much.

No. 039
[Basilisk]
Transform Into: Dragonoid 1000, Vampire Bush 1000, Black Dragon 3000
Copy: 2000
Transform From: Vampire Bush 700, Red Lizard 3000
Comment: You can capture one in the Shayel Passage (kinda hard to find),
or use the Red Lizard.

No. 040
[Mole Monster]
Transform Into: Beelzabub 1000
Copy: 3000
Transform From: Great Demon 1000, Beelzabub 1000
Comment: Transform a Great Demon.

No. 041
[Maelstrom]
Transform Into: Flayer Spawn 1000, Kitty Trap 1000
Copy: 1500
Transform From: Flayer Spawn 1000, Kitty Trap 1000
Comment: You'll find it.

No. 042
[Lycanthrope]
Transform Into: Birdman 1000, Chimera 2000, Fenril 5000
Copy: 700
Transform From: Birdman 1000
Comment: You start with one; you'll find plenty.

No. 043
[Sand Beetle]
Transform Into: Venus Spider 1000, Trickster 1000, Land Shark 1000
Copy: 1500
Transform From: Venus Spider 1000
Comment: You'll find a few.

No. 044
[Necromancer]
Transform Into: Lich 1000
Copy: 4000
Transform From: Ghoul 4000
Comment: Hopefully you got a Necromancer from the Burial Grounds level
bonus. If not, you don't have much of a choice here.

No. 045
???
Transform Into: ???
Copy: ???
Transform From: ???
Comment: N/A

No. 046
[Gold Butterfly]
Transform Into: Running Bird 700, Caterpoker 700
Copy: 700
Transform From: Running Bird 700, Caterpoker 1000
Comment: Caterpoker is easier.

No. 047
[Ghoul]
Transform Into: Mummy 1000, Venom Lizard 2000, Necromancer 4000
Copy: 1000
Transform From: Venom Lizard 1000, Mummy 1000
Comment: You'll find it.

No. 048
[Treant]
Transform Into: MegaMandragora 2800
Copy: 700
Transform From: Archer Tree 1000, Crystal Rose 1000, MegaMandragora 1000
Comment: Archer Trees are the most worthless of the bunch.

No. 049
[Sea Monk]
Transform Into: Wizard 1000, Evil Eye 1000, Rheebus 1000
Copy: 1000
Transform From: Evil Eye 700, Fairy 700
Comment: You'll find plenty.

No. 050
[MegaMandragora]
Transform Into: Treant 1000
Copy: 4000
Transform From: Will o'wisp 4000, Treant 2800, Mandragora 5000
Comment: Pretty crappy choice here. Use whatever you're more comfortable
with.

No. 051
[Larval Fly]
Transform Into: Wizard 700, Beelzabub 2100
Copy: 1050
Transform From: Wizard 700
Comment: I hate the Wizard, by the way. It only does one damage when
thrown at the Sasquatches. So catch one, if possible, from Rohbach. If
not, you don't have any other options.

No. 052
[Crystal Rose]
Transform Into: Man Trap 1000, Treant 1000, Ice Golem 3000
Copy: 1500
Transform From: Man Trap 2000
Comment: Find one in Gromtull Desert or capture in Rohbach.

No. 053
[Dark Raven]
Transform Into: Birdman 1000, Chimera 2000, Cockatrice 3000
Copy: 700
Transform From: Siren 1000
Comment: You start with them.

No. 054
[Wizard]
Transform Into: Larval Fly 700, Mind Flayer 2800
Copy: 700
Transform From: Sea Monk 1000, Larval Fly 700
Comment: Find or buy.

No. 055
[Dragonoid]
Transform Into: Zombie Dragon 3000, Red Dragon 4000, Black Dragon 4000
Copy: 1500
Transform From: Venom Lizard 1000, Basilisk 1000
Comment: Capture or buy them. Definitely worth having a few, as this is
a great attack card.

No. 056
[Giant Bee]
Transform Into: Whip Worm 700, Puppet Master 2100
Copy: 1500
Transform From: Plague Rat 700, Whip Worm 1000
Comment: Level bonus, or Whip Worm.

No. 057
[Birdman]
Transform Into: Lycanthrope 1000, Siren 2000, Griffin 2000
Copy: 700
Transform From: Dark Raven 1000, Lycanthrope 1000
Comment: Start with one.

No. 058
[Will o'wisp]
Transform Into: Stone Head 2000, Jack-O-Lantern 2000, MegaMandragora
4000
Copy: 1000
Transform From: Stone Head 1000, Jack-O-Lantern 1000
Comment: Find them.

No. 059
[Archer Tree]
Transform Into: Mandragora 1000, Venus Spider 1000, Treant 1000
Copy: 700
Transform From: Venus Spider 1000, Mandragora 1000
Comment: Buy it. Don't spend any amount of effort to transform something
into this piece of garbage.

No. 060
[Stone Head]
Transform Into: Sand Golem 1000, Will o'wisp 1000, Juggernaut 1000
Copy: 2000
Transform From: Will o'wisp 2000, Juggernaut 1000
Comment: Reward for Red Fairies.

No. 061
[Blood Bush]
Transform Into: Flayer Spawn 1000, Vampire Bush 1000, Hand of Fire 1000
Copy: 1500
Transform From: Vampire Bush 700, Flayer Spawn 1000
Comment: Find one in Grayl Castle.

No. 062
[Efreet]
Transform Into: Great Demon 1000
Copy: 2000
Transform From: Fire Golem 1000, Chimera 1000
Comment: If you have a spare Fire Golem, use that. Otherwise, since you
can capture Chimera, use those.

No. 063
[Dragon Knight]
Transform Into: Ghost Armor 1000, Chaos Knight 3000
Copy: 1500
Transform From: Demon Skeleton 1000, Red Lizard 2000
Comment: You start with one.

No. 064
[Demon Fox]
Transform Into: Sphinx 1000
Copy: 5000
Transform From: King Elephant 5000
Comment: Not many options here.

No. 065
[Juggernaut]
Transform Into: Stone Head 1000, Whip Worm 1000
Copy: 1500
Transform From: Carbuncle 1000, Stone Head 1000, Whip Worm 1000
Comment: Transform from a Rusty Wheel (Carbuncle). Whee!

No. 066
[Fire Gargoyle]
Transform Into: Hand of Pain 1000, Hand of Fire 1000, Decoy Piller 5000
Copy: 3000
Transform From: Decoy Piller 700
Comment: You'll get one for Red Fairies.

No. 067
[Great Demon]
Transform Into: Mole Monster 1000
Copy: 2000
Transform From: Orc 3000, Berserker 1000, Efreet 1000, Scythe Beast 2000
Comment: Scythe Beast is probably the least frustrating.

No. 068
[Evil Eye]
Transform Into: Sea Monk 700, Cyclops 2100
Copy: 700
Transform From: Cyclops 700, Sea Monk 1000
Comment: Sea Monk is really the only option here.

No. 069
???
Transform Into: ???
Copy: ???
Transform From: ???
Comment: N/A

No. 070
[Griffin]
Transform Into: Elephant 700, Cockatrice 700
Copy: 1050
Transform From: Elephant 2000, Cockatrice 1000, Birdman 2000
Comment: Use whichever you have a spare copy of.

No. 071
[Venom Lizard]
Transform Into: Ghoul 1000, Dragonoid 1000, Zombie Dragon 2000
Copy: 2000
Transform From: Lizardman 3000, Ghoul 2000
Comment: Use the Ghoul. Less exp means less time.

No. 072
[Tiger Mage]
Transform Into: Sphinx 2000
Copy: 2000
Transform From: Sphinx 1000
Comment: Eesh. Kind of annoying that so many steps are required for this
card, but it can be useful.

No. 073
[Hydra]
Transform Into: Zombie Dragon 1000
Copy: 2000
Transform From: Catoblepas 1000, Flying Ray 3000, Siren 1000
Comment: Since you'll be using the hell out of the Catoblepas, copy it
and transform it into the Hydra.

No. 074
[Siren]
Transform Into: Dark Raven 1000, Hydra 1000, Night Mare 1000
Copy: 1500
Transform From: Fairy 1400, Birdman 2000
Comment: If you have extra experience with the Fairy, use it. Otherwise,
use the Birdman.

No. 075
[Hand of Fire]
Transform Into: Hand of Pain 700, Mind Flayer 2100
Copy: 1050
Transform From: Blood Bush 1000, Fire Gargoyle 1000, Hand of Pain 700
Comment: Blood Bush is the only attack card here, unfortunately. Go with
that.

No. 076
[Chimera]
Transform Into: Demon Hound 1000, Efreet 1000
Copy: 1500
Transform From: Demon Hound 1000, Lycanthrope 2000, Dark Raven 2000
Comment: These are all pretty easy, but you can also capture one from
the Bridge of Sarvan. Do whichever you prefer.

No. 077
[Goblin Lord]
Transform Into: Steel Skeleton 1400
Copy: 1400
Transform From: Hobgoblin 3000, Berserker 1000, Steel Skeleton 1000
Comment: Use the smelly ones.

No. 078
[Scythe Beast]
Transform Into: Banshee 1000, Kitty Trap 1000, Great Demon 2000
Copy: 1000
Transform From: Kitty Trap 1000, Lizardman 1000
Comment: You'll find some.

No. 079
[Kitty Trap]
Transform Into: Scythe Beast 1000, Maelstrom 1000
Copy: 1500
Transform From: Maelstrom 1000, Scythe Beast 1000, Mandragora 2000
Comment: Scythe Beast is probably the easiest here.

No. 080
[Night Mare]
Transform Into: Chaos Knight 3000
Copy: 1500
Transform From: Siren 1000, Chaos Knight 1000, Unicorn 700
Comment: You'll be using the Unicorn a lot so you'll have a lot of
experience with it, but.. You may be spending it on more copies of the
Unicorn. If you have extra, use the Unicorn. If not, the other two are
probably just about the same, though I prefer the Chaos Knight.

No. 081
???
Transform Into: ???
Copy: ???
Transform From: ???
Comment: N/A

No. 082
[Rheebus]
Transform Into: Catoblepas 1400, Beelzabub 2800
Copy: 700
Transform From: Sea Monk 1000, Catoblepas 1000
Comment: Use the Catoblepas since you'll be using it so often (it'll
easily amass 10,000 experience).

No. 083
???
Transform Into: ???
Copy: ???
Transform From: ???
Comment: N/A

No. 084
[Venus Spider]
Transform Into: Sand Beetle 1000, Archer Tree 1000, Sphinx 4000
Copy: 1000
Transform From: Archer Tree 1000, Sand Beetle 1000
Comment: You'll find 'em.

No. 085
[Vampire]
Transform Into: Steel Skeleton 1000
Copy: 4000
Transform From: Puppet Master 1000, Black Dragon 1000, Lich 1000
Comment: Pretty lengthy process, whichever you choose.. Since you'll be
using a Decoy Piller, which transforms into the Lich, maybe that.

No. 086
[Sphinx]
Transform Into: Tiger Mage 1000, Elephant King 1000
Copy: 4000
Transform From: Demon Fox 1000, Tiger Mage 2000, Venus Spider 4000,
Mummy 4000, Behemoth 1000
Comment: Mummy or Venus Spider. If you're low on money, this will help
you out of a jam. It sells for $4000!

No. 087
[Water Bird]
Transform Into: Running Bird 700, Unicorn 700
Copy: 1050
Transform From: Fairy 2800, Running Bird 2100
Comment: Fairy is much easier, since you'll actually use it. But if
you're fond of the Capture Throw experience method, the Running Bird
requires slightly less experience.

No. 088
[Puppet Master]
Transform Into: Vampire 1000
Copy: 4000
Transform From: Giant Bee 2100, Wraith 4000
Comment: I could go either way. The Wraith requires a lot of experience
and is sometimes difficult to aim, but the Giant Bee doesn't attack, so
you'll have to use the alternate experience method.

No. 089
[Plague Rat]
Transform Into: Carbuncle 700, Giant Bee 700, Elephant 1400
Copy: 700
Transform From: Carbuncle 1000
Comment: You'll find them. They're really amusing paired up with a Hydra

No. 090
[Hand of Pain]
Transform Into: Hand of Fire 700, Sasquatch 700
Copy: 1050
Transform From: Fire Gargoyle 1000, Hand of Fire 700, Vampire Bush 700
Comment: Sadly, I have to say that the Vampire Bush is probably the
easiest method.

No. 091
[Whip Worm]
Transform Into: Giant Bee 1000, Juggernaut 1000
Copy: 3000
Transform From: Giant Bee 700, Juggernaut 1000, Carbuncle 2000
Comment: Juggernaut is easiest, Carbuncle is most expendable.

No. 092
[Trickster]
Transform Into: Orc 1000, Demon Hound 1000, Sasquatch 1000
Copy: 2000
Transform From: Hobgoblin 3000, Sand Beetle 1000
Comment: Capture them in Gromtull Desert.

No. 093
[Demon Skeleton]
Transform Into: Dragon Knight 1000
Copy: 2000
Transform From: Land Shark 1000, Skeleton 3000
Comment: Land Shark is easier, but you may have 3000 experience with the
Skeleton sooner than Rohbach.

No. 094
[Caterpoker]
Transform Into: Gold Butterfly 1000, Decoy Piller 5000
Copy: 1000
Transform From: Gold Butterfly 700, Man Trap 1000
Comment: Man Trap.

No. 095
[Beelzabub]
Transform Into: Mole Monster 1000
Copy: 4000
Transform From: Larval Fly 2100, Rheebus 2800, Mole Monster 1000
Comment: Same method all the way around. The only thing that matters is
which you have extra copies of.

No. 096
[Mind Flayer]
Transform Into: Kraken 1000
Copy: 4000
Transform From: Wizard 2800, Hand of Fire 2100, Kraken 1000, Banshee
3000
Comment: You'll find it.

No. 097
[Ice Golem]
Transform Into: Sand Golem 1000, Fenril 1000
Copy: 4000
Transform From: Fire Golem 2000, Giant Crab 4000, Crystal Rose 3000
Comment: Capture them in Rohbach.

No. 098
[Cyclops]
Transform Into: Evil Eye 700
Copy: 2100
Transform From: Evil Eye 2100
Comment: No choices here.

No. 099
[Black Dragon]
Transform Into: Vampire 1000
Copy: 5000
Transform From: Zombie Dragon 5000, Basilisk 3000, Dragonoid 4000
Comment: Dragonoids are both easy and plentiful. If you have a spare
Basilisk, use that if you wish.

No. 100
[Steel Skeleton]
Transform Into: Goblin Lord 1000
Copy: 4000
Transform From: Skeleton 5000, Goblin Lord 1400, Vampire 1000
Comment: Sadly, the Skeleton is easiest.

No. 101
[Chaos Knight]
Transform Into: Night Mare 1000
Copy: 4000
Transform From: Dragon Knight 3000, Ghost Armor 2000
Comment: Dragon Knight is quicker, unless you have a spare Ghost Armor.

No. 102
[Decoy Piller]
Transform Into: Fire Gargoyle 700, Lich 700
Copy: 3500
Transform From: Fire Gargoyle 5000, Caterpoker 5000, Sand Golem 2100
Comment: You'll probably have a good deal of experience with the Sand
Golem, so I recommend using that.

No. 103
[Elephant King]
Transform Into: Demon Fox 5000
Copy: 4000
Transform From: Sphinx 1000, Elephant 2000
Comment: Definitely the Elephant.

No. 104
???
Transform Into: ???
Copy: ???
Transform From: ???
Comment: N/A

No. 105
???
Transform Into: ???
Copy: ???
Transform From: ???
Comment: N/A


=================================
======[   VII.  Credits   ]======
=================================

Let's see.. This F.A.Q. was written in full by me, Dark-Talon. I've
submitted it to GameFAQs. If this winds up somewhere else, I could
really care less. Post it, print it, whatever--just so long as the text
within remains intact and unaltered and that I, the author, am not
miscredited.

That said, I'd like to thank Activision for creating an addictive game.
Even though it was a bit short as far as story goes, the transforming
feature made up for quite a bit of that. Also, I'd like to thank
GameFAQs.com for hosting this guide. A special thanks goes to my good
friend Manitulation, who at the cost of his own sanity offered to aid me
in my quest to discover what each card transforms into--basically we
just took turns on Rohbach for quite a few hours. And most importantly,
I'd like to thank my girlfriend who put up with my playing Lost Kingdoms
for hours on end, and was even kind enough to read off card names,
transformation costs, and copy costs as I wrote the guide, which no
doubt saved me quite a bit of time and sanity.

I'd like to dedicate this F.A.Q. to Pepsi, the sponsor of all of my
late-night-video-game-playing sprees.

If you happen to find any typos, spelling errors, or factual errors in
this F.A.Q., or if you have a question, suggestion, or whatever else--
well, too damn bad! Heh.. Kidding. Just email [email protected].
I'll read it eventually, and who knows, I may even reply!

While I'm proud of my blatant inability to remember how many Red Fairies
are in which level and my knack for describing where to find a card
without remembering what card it is (hey, at least you get the card..
Better than the fairies, huh?), if you can either confirm or correct the
number of Fairies per the levels I've listed, let me know. Also, if you
know what cards I conveniently forgot to name or even list, tell me
that, too.. I've since returned the game to Blockbuster and was
therefore unable to confirm some of the things I was uncertain about.

Just two more things, really...

First, if you know what the hell the yellow icon for Independent, Trap,
and Spin Cards is supposed to be, *please* let me know..

Second, as I'm about to return Lost Kingdoms to Blockbuster, I read the
back and it made me wonder if I'm playing the wrong game here..

"Game Description: In Rune: Viking Warlord, you assume the role of
Ragnar, a Viking warrior handpicked by the gods to defend humanity
against the evil god Loki who is intent upon bringing about Ragnarok,
the end of the world. The game combines Viking mythology with slash and
hack action in which you use war hammers, swords, battle-axes and
magical devices to fight past a plethora of deadly adversaries such as
the flame-clawed hellhounds, terrifying frost giants of the Nordic
Mountains, and the skeletons of the dead. Game modes are single player
(single player story mode) and multiplayer (as many as 4 players at a
time in split-screen game) with more than 20 different Viking gladiators
to choose from and over 40 massive environments to explore. Rune: Viking
Warlord has a rumble feature and a save option."

Huh.. Well, whatever it is, it sounds interesting. I think I'd like to
play it. Yes, I'm aware that the Japanese, and possibly the working
title for Lost Kingdoms was "Rune", but I don't think the translation
into English changed the entire game. <grins>