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Yu-gi-oh Duel Monsters 7
(c) 2002 DracoLord
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Guide Game     : Yugioh Duel Monsters 7
Guide Name     : DracoYGODM7.txt
Guide Version  : 1.4
Guide Size     : 93.5 kb
Guide Author   : DracoLord
Author Contact : [email protected]
------------------------------------------------

LEGAL DISCLAIMER:
THIS GUIDE IS THE SOLE PROPERTY OF IT'S AUTHOR (DracoLord), AND AS SUCH
CANNOT  BE  COPIED,  EDITED, MODIFIED, CHANGED, OR WROTE TO ANY FORM OF
EXTERNAL MEDIA (SUCH AS PRINTER, DVD-R, CD-R, CD-RW, FLOPPY ETC.) IT IS
FOR  PERSONAL  USE  ONLY.  IF  YOU  WISH TO USE THIS GUIDE ON A WEBSITE
ARTICLE  OR ANY OTHER SAID 'EXTERNAL MEDIA' YOU MUST CONTACT THE AUTHOR
(DracoLord)(E-MAIL : [email protected]) AND ASK FOR THEIR PERMISSION,
AND  THEN,  AND  ONLY  THEN  MAY  YOU  USE  THIS GUIDE IN IT'S FULL AND
COMPLETE FORM.
THE  TERM  'PERMISSION' MEANS THAT YOU MUST E-MAIL THE AUTHOR, AND WAIT
FOR  HIM  TO  E-MAIL YOU BACK WITH A NOTIFICATION THAT YOU CAN USE THIS
GUIDE,  IT  DOES NOT MEAN THAT YOU JUST E-MAIL THE AUTHOR, AND THEN USE
THE GUIDE, YOU MUST WAIT FOR THE REPLY. (1)
THE TERM 'FULL AND COMPLETE FORM' MEANS WITH NO MODIFICATIONS IN EITHER
WORDING,  SPELLING, FONT MEDIA (SIZE, TYPEFACE, COLOUR ETC.) THE FORMAT
OF THE FILE MUST ALSO REMAIN THE SAME (.TXT) AND NO CHANGES TO THE NAME
WILL BE TOLERATED.
THE  TERM 'PERSONAL USE' MEANS THAT YOU MAY ONLY USE THE INFORMATION IN
THIS  GUIDE  TO  HELP  YOUR  GAMEPLAY, AND YOURS ALONE. YOU MAY PASS ON
THE  INFORMATION  TO  ANYBODY ELSE, BUT THEY TO MUST ABIDE BY THE RULES
CONTAINED WITHIN THIS DISCLAIMER.
IF  YOU  ARE  FOUND  TO BE USING THIS GUIDE WITHOUT PERMISSION FROM THE
AUTHOR  (DETAILED ABOVE),  YOU WILL BE PROSECUTED TO THE FULLEST EXTENT
OF  THE  LAW,  WHICH MAY RESULT IN YOU LOSING YOUR I.S.P., A FINE, OR A
MORE EXTREME PUNISHMENT.
(1) THE AUTHOR RESERVES THE RIGHT TO REFUSE ANYONE'S REQUEST FOR USE OF
THIS  GUIDE,  AND  MAY  AT ANY TIME INFORM ANYONE USING THIS GUIDE WITH
PERMISSION  TO IMMEDIATELY RETRACT THIS GUIDE FROM ANY FORM OF EXTERNAL
MEDIA  (LISTED ABOVE) AND TO REMOVE ANY FORM OF THIS GUIDE FROM ANY AND
ALL ACTIONS WHICH ARE NOT CLASSED AS 'PERSONAL USE'.

*In English*
Have the decency to ask me that you want to use this guide for something
other than personal use, it's just for curtsey as I will mainly grant
permission so long as you aren't trying to make a profit from it, so just
ASK FOR PERMISSION, to avoid any complications.
(When you ask for permission, please make the subject "YDM7PER")
Thank you.

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Contents :

1.0    Version History
2.0    Yugioh Game Basics
2.1   Monster Cards Explained
2.2   Duelling and how to do it
2.3   How to Build a Deck
2.3.1 Deck Construction Workshop
2.4   Magic, Trap and Equipment Cards
3.0    Duel Monsters 7 Map
4.0    Quick Walkthrough
5.0    Main Duellists Walkthrough
6.0    Gaming Tips
7.0    Frequently Asked Questions (FAQs)
8.0    Card List (Not Completed)
9.0    Card Machine Passwords
10.0   Final Notes
11.0   Credits and Acknowledgments
12.0   Links
13.0   Copyright

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1.0 Version History

(Note: Date formats are English; dd/mm/yy, and show the date of completion
of each area/topic.)

0.1 (10/08/02)
- Basic layout and text

0.2 (15/08/02)
- Reformatted and redesigned guide for easier reading

0.3 (19/08/02)
- Added 'Links'

0.4 (20/08/02)
- Added 'DM7 Map'
- Added 'Quick Walkthrough'

0.5 (25/08/02)
- Minor layout changes

0.6 (01/09/02)
- Added 'FAQs'

0.7 (02/09/02)
- Added 'Version History'

0.8 (10/09/02)
- Added 'Yugioh Game Basics'
- Added 'Main Duellists Walkthrough'

0.9 (11/09/02)
- Added 'Gaming Tips'
- Added ASCII Art in '2.0 Yugioh Game Basics'
- Added notes to the '5.0 Main Duellists Walkthrough'

1.0 (11/09/02)
- The first release

1.1 (20/09/02)
- Updated some of the Card names
- Updated some of the Card types and elements

1.2 (22/10/02)
- Changed '1.0 Version History' Layout
- Added '2.3.1 Deck Construction Workshop'

1.3 (22/10/02)
- Completed several cards in '8.0 Card List'
- Corrected slight alignment error in '9.0 Card Machine Passwords'
- Updated '2.3.1 Deck Construction Workshop'

1.4 (25/10/02)
- Reformatted Guide
- Corrected a few card names

--------------------------------------------------------------------------
----------------------
2.0 Yugioh Game Basics
----------------------

Yugioh is a strategic card game in which you must fulfil one of 4
victory conditions before your opponent does:

- Reduce your opponent's Life Points (LP) to 0 or less (explained below)
- Have all 5 pieces of Exodia the Forbidden One in your hand
- Play all 5 pieces of the Ouijyan Board (to spell D-E-A-T-H)
- If your opponent can't draw another card because they have no more to
 draw (Deck Out)

When you begin a game, you start with 8000 Life Points (LP), when these
reach 0 that person loses. in order to do damage to LP you must use either
Monster Cards or Magic Cards.

---------------------------
2.1 Monster Cards Explained
---------------------------

*Monster Cards*

The main emphasis of Yugioh is on Monster Cards which form the basis of
your attack and defence. Each Monster Card has two main values, Attack
and Defence (in addition to level and element, but I get onto these later)

-----------------------------
¦      Name of Card         ¦
¦                           ¦
¦            Level:******** ¦
¦ ------------------------- ¦
¦ ¦                       ¦ ¦
¦ ¦                       ¦ ¦
¦ ¦                       ¦ ¦
¦ ¦                       ¦ ¦
¦ ¦      Card Image       ¦ ¦
¦ ¦                       ¦ ¦
¦ ¦                       ¦ ¦
¦ ¦                       ¦ ¦
¦ ¦                       ¦ ¦
¦ ------------------------- ¦
¦                           ¦
¦ --------------- --------- ¦
¦ ¦Type¦¦Element¦ ¦Attack ¦ ¦
¦ --------------- ¦Defence¦ ¦
¦                 --------- ¦
-----------------------------

*Level*

Each Monster Card is given a level, the higher the level, the stronger
the card. Depending on the level, you may have to sacrifice one or
more cards in order to play the card. Here's a quick list to show you
how many you need for each level:

Level 1 - 4 : No Sacrifice needed, you can play straight from your
             hand.
Level   5   : 1 Sacrifice is needed.
Level   6+  : 2 Sacrifices are needed.

(Note: There are some cards (Fusion and Ritual) cards which do not
follow the same rules as normal cards.)

-Fusion Cards-

Fusion cards are monsters which are made up of 2 or more other
monsters. To use a fusion monster, you must first have the 2 or
more necessary cards (3 Dragon cards for example). You then
sacrifice the necessary cards, and you can now play the Fusion card.

-Ritual Cards-

Ritual Cards are monsters which require a special ritual magic card
(Ultimate Dragon Ritual for example.) For these rituals, you must
first sacrifice 1 or more necessary cards (in this case, 3 Blue Eyes
White Dragons), totalling 3 (if there is only 1 required card, you
must sacrifice 2 additional cards of your choice.)

*Attack Rating*

Every Monster Card has an Attack Rating, ranging from 0 to 5000 (base
value; magic and equipment cards can be played to increase the 'base'
value.)
The Attack Rating is shown in the bottom right hand corner of the card
(the top number.)

*Defence Rating*

Also, every Monster Card has a Defence Rating, ranging from 0 to 5000
(base value; magic and equipment cards can be played to increase the
'base' value.)
The Defence Rating is shown in the bottom right hand corner of the card
(the number under the Attack Rating.)

*Card 'Modes'*

In Yugioh you can play Monster Cards in one of 3 modes, Reverse Defence,
Defence and Attack.

-Reverse Defence-

When you first play a Monster Card and select 'Defence' your card will
be placed in 'Reverse Defence' Mode. In this mode, the card values cannot
be seen by your opponent, and if they attack, it is your defence rating
that will count. (Note: You cannot switch a card to 'reverse defence'
mode after the card has been played. After the card is switched to
either 'Defence' or 'Attack' mode, it cannot be switched back to
'Reverse Defence' mode.)

---------------
¦*************¦
¦*************¦
¦*************¦
¦*************¦
---------------

-Defence-

Either:
- When you play a card in 'Reverse Defence' and you opponent attacks the
card (without beating the card), the card is now placed in 'Defence'
mode.
- When you attack with one of your cards, and next turn you switch it
to defence mode.
In this mode, the card values can be seen by your opponent, and if they
attack, it is your defence rating that will count.

---------------
¦             ¦
¦             ¦
¦             ¦
¦             ¦
---------------

-Attack-

In 'Attack' mode you can attack one of your opponent's monster cards. In
this mode, the card values can be seen by your opponent, and if they
attack, it is your attack rating that will count.

-----------
¦         ¦
¦         ¦
¦         ¦
¦         ¦
¦         ¦
¦         ¦
¦         ¦
-----------

----------------------------
2.2 Duelling and how to do it
----------------------------

*Duelling*

Duelling is the name of the card battles which happen all across the world
in DM7. To duel someone, move up to the person who you want to duel and
press [ R ] on your GBA. (Note: Not all people can be challenged to a
duel.)

*'Top' Duellists*

For those of you who have watched the TV show, the 'top' Duellists are the
main characters seen throughout the series (Yugi, Joey, Tai, Tristan etc.)
For those who haven't seen the TV series, they are the ones which have an
image when you talk or duel them. (Note: Some 'Top' Duellists will not
accept a challenge until you have performed certain tasks - See 'Quick
Walkthrough'.)

*How to Duel*

After going up to someone and pressing [ R ], you will be shown your
'case' (where you store all your cards), this is where you 'bet' a card
on the duel (the better card you bet, the better the card you get if you
win; Note: If you lose the duel, you lose the card you bet.)
To 'bet' a card, simply highlight the card you wish to bet, and press (A)
and select the second option (middle) and the battle will begin. (To not
bet a card, simply press (B) and select the top option, but remember, you
will not win any new cards if you do not bet a card in the first place.)

*It's Time to Duel!*
-Board-

------- ------- ------- ------- -------
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
¦  1  ¦ ¦  1  ¦ ¦  1  ¦ ¦  1  ¦ ¦  1  ¦
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
------- ------- ------- ------- -------
---------------------------------------
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
¦  2  ¦ ¦  2  ¦ ¦  2  ¦ ¦  2  ¦ ¦  2  ¦
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
---------------------------------------
---------------------------------------
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
¦  3  ¦ ¦  3  ¦ ¦  3  ¦ ¦  3  ¦ ¦  3  ¦
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
---------------------------------------
***************************************
***************************************
***************************************
***************************************
***************************************
---------------------------------------
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
¦  3  ¦ ¦  3  ¦ ¦  3  ¦ ¦  3  ¦ ¦  3  ¦
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
---------------------------------------
---------------------------------------
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
¦  2  ¦ ¦  2  ¦ ¦  2  ¦ ¦  2  ¦ ¦  2  ¦
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
---------------------------------------
------- ------- ------- ------- -------
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
¦  1  ¦ ¦  1  ¦ ¦  1  ¦ ¦  1  ¦ ¦  1  ¦
¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦ ¦     ¦
------- ------- ------- ------- -------

1 - Hand: You can have up to 5 cards in your hand at one time, if you
   already have 5 when it's your turn, you do not draw a card until
   you discard one first.
2 - Magic/Traps: You place your magic and trap cards here. You can have
   up to 5 magic, trap, or equipment cards in play at any one time,
   and a new card cannot be played until:
   - Your trap duration ends
   - Your opponent uses a card which removes on or all of your trap/
     magic cards
   - You use a card which removes on or all of your trap/magic cards on
     your own side
3 - Monster Cards: You can play up to 5 Monster Cards at any one time. In
   order to play a new card, you can either:
   - Sacrifice one, or more cards to summon a more powerful monster
   - Lose the card from being attacked by the enemy
   - Use a magic/trap card which removes all monsters on the field, or
     a set of monsters

-Game flow-

Once the battle starts someone will be picked at random to play first,
that person will follow the following chain of events:

(1st Turn)
---------------------------
¦ Draw 1 Card from 'Deck' ¦
---------------------------
           ¦¦
           \/
---------------------------
¦ Play 1 Monster Card     ¦
---------------------------
           ¦¦
           \/
---------------------------------
¦ Play up to 5 Magic/Trap Cards ¦
---------------------------------
           ¦¦
           \/
----------------------------------------------
¦ Change Monster Card to Attack/Defence Mode ¦
----------------------------------------------
           ¦¦
           \/
---------------------------
¦        End Turn         ¦
---------------------------

(2nd Turn Onwards)
---------------------------
¦ Draw 1 Card from 'Deck' ¦
---------------------------
           ¦¦
           \/
-----------------------------------------------------------------------
¦ Play 1 Monster Card or Sacrifice 1 or more cards to summon level 5+ ¦
¦ Monster                                                             ¦
-----------------------------------------------------------------------
           ¦¦
           \/
---------------------------------
¦ Play up to 5 Magic/Trap Cards ¦
---------------------------------
           ¦¦
           \/
----------------------------------------------
¦ Change Monster Card to Attack/Defence Mode ¦
----------------------------------------------
           ¦¦
           \/
------------------------------------------------------------------------
¦ Attack an enemy Monster card with one of yours (each card can attack ¦
¦ once per turn)                                                       ¦
------------------------------------------------------------------------
           ¦¦
           \/
---------------------------
¦        End Turn         ¦
---------------------------

-Who will win?-

There are two ways in DM7 that you can defeat an opposing card, either
through higher 'Ratings', or through an elemental type.

*1 : Ratings*

As I said earlier, all Monster Cards have an Attack and Defence rating,
and this is one way how you can decide who will win the 'battle' between
two cards.

Attack -> Attack (Higher Attack)

If you attack a card which is in attack mode, you compare the two cards
attack ratings, and the highest rating wins. Also, the loser of the
exchange gets deducted a number of LP equal to the difference in attack
ratings.

For Example:

You're Card:
------------------------------
¦  Blue Eyes White Dragon    ¦
¦                            ¦
¦                   ******** ¦
¦ -------------------------- ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦         BEWD           ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ -------------------------- ¦
¦                            ¦
¦ --------------- --------   ¦
¦ ¦Dragon¦¦Light¦ ¦A:3000¦   ¦
¦ --------------- ¦D:2500¦   ¦
¦                 --------   ¦
------------------------------

Opponent's Card:
------------------------------
¦        Baby Dragon         ¦
¦                            ¦
¦                        *** ¦
¦ -------------------------- ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦       Baby Dragon      ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ -------------------------- ¦
¦                            ¦
¦ ---------------- --------  ¦
¦ ¦Dragon¦¦Ground¦ ¦A:1200¦  ¦
¦ ---------------- ¦D: 700¦  ¦
¦                  --------  ¦
------------------------------

So That's:

You: 3000 (Attack)
Opp: 1200 (Attack)

You have the higher attack rating, so you win and Baby Dragon will be
eliminated from your opponent's (3: Monster Cards) section of the
board.
Your opponent will also lose LP as their Monster Card was in Attack
Mode. They lose the difference between Attack Powers:

3000 - 1200 = 1800

So your opponent loses 1800 LP from their total.

Attack -> Attack (Same Values)

If you attack one of your opponent's monster cards (when both cards
are in attack mode) and both cards have an equal Attack Rating, then
both cards are eliminated, and no LP are deducted from either side.

Attack -> Defence (Higher Attack)

If you attack a card which is in defence mode, you compare the your card's
attack rating and your opponents card's defence rating, and the highest
rating wins. However, if your attack rating is less than your opponents
card's defence rating, you will lose LP equal to the difference between
your card's attack rating, and your opponents card's defence rating.

For Example:

You're Card:
------------------------------
¦  Blue Eyes White Dragon    ¦
¦                            ¦
¦                   ******** ¦
¦ -------------------------- ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦         BEWD           ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ -------------------------- ¦
¦                            ¦
¦ --------------- --------   ¦
¦ ¦Dragon¦¦Light¦ ¦A:3000¦   ¦
¦ --------------- ¦D:2500¦   ¦
¦                 --------   ¦
------------------------------

Opponent's Card:
--------------------------------------
¦    ---     -------------------     ¦
¦    ¦S¦     ¦                 ¦   M ¦
¦    ¦p¦     ¦                 ¦   y ¦
¦    ¦C¦     ¦                 ¦   s ¦
¦    ¦-¦     ¦                 ¦   t ¦
¦    ¦L¦     ¦                 ¦   i ¦
¦    ¦g¦     ¦                 ¦   c ¦
¦    ¦h¦     ¦       M         ¦   a ¦
¦    ¦t¦     ¦       E         ¦   l ¦
¦    ---     ¦                 ¦     ¦
¦   ----     ¦                 ¦     ¦
¦   ¦DA¦     ¦                 ¦   E ¦
¦   ¦2 ¦     ¦                 ¦   l ¦
¦   ¦08¦     ¦                 ¦ * f ¦
¦   ¦00¦     ¦                 ¦ *   ¦
¦   ¦00¦     ¦                 ¦ *   ¦
¦   ----     ------------------- *   ¦
--------------------------------------

So Thats:

You: 3000 (Attack)
Opp: 2000 (Defence)

Your attack rating is higher than your opponent's card's defence rating,
so you win and Mystical Elf will be eliminated from your opponent's
(3: Monster Cards) section of the board.
Your opponent will not lose any LP as their Monster Card was in Defence
Mode.

Attack -> Defence (Higher Defence)

If you attack a card which is in defence mode, you compare the your card's
attack rating and your opponent's card's defence rating, and the highest
rating wins. However, if your attack rating is less than your opponents
card's defence rating, you will lose LP equal to the difference between
your card's attack rating, and your opponents card's defence rating.

For Example:

You're Card:
------------------------------
¦        Baby Dragon         ¦
¦                            ¦
¦                        *** ¦
¦ -------------------------- ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦       Baby Dragon      ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ ¦                        ¦ ¦
¦ -------------------------- ¦
¦                            ¦
¦ ---------------- --------  ¦
¦ ¦Dragon¦¦Ground¦ ¦A:1200¦  ¦
¦ ---------------- ¦D: 700¦  ¦
¦                  --------  ¦
------------------------------

Opponent's Card:
--------------------------------------
¦    ---     -------------------     ¦
¦    ¦S¦     ¦                 ¦   M ¦
¦    ¦p¦     ¦                 ¦   y ¦
¦    ¦C¦     ¦                 ¦   s ¦
¦    ¦-¦     ¦                 ¦   t ¦
¦    ¦L¦     ¦                 ¦   i ¦
¦    ¦g¦     ¦                 ¦   c ¦
¦    ¦h¦     ¦       M         ¦   a ¦
¦    ¦t¦     ¦       E         ¦   l ¦
¦    ---     ¦                 ¦     ¦
¦   ----     ¦                 ¦     ¦
¦   ¦DA¦     ¦                 ¦   E ¦
¦   ¦2 ¦     ¦                 ¦   l ¦
¦   ¦08¦     ¦                 ¦ * f ¦
¦   ¦00¦     ¦                 ¦ *   ¦
¦   ¦00¦     ¦                 ¦ *   ¦
¦   ----     ------------------- *   ¦
--------------------------------------

So That's:

You: 1200 (Attack)
Opp: 2000 (Defence)

Your Attack Rating is lower than your opponents card's Defence Rating,
so no cards are eliminated, but you will lose LP equal to the difference
between your attack, and your opponent's defence:

2000 - 1200 = 800

So you lose 800 LP from your total.

Attack -> Defence (Same Values)

If you attack one of your opponent's cards (when your card is in attack
mode, and your opponent's is in defence or reverse defence), and both
your attack rating and their defence ratings are the same, nothing
happens.

*2 : Elements*

The second way you can defeat your opponent's cards is by attacking or
defending with a card of an element which is 'strong' against the element
of the card used by your opponent.

Every Monster Card has an element or type, and depending on the type, it
is strong or weak against another element. If your card is 'strong'
against the element, then your card will defeat the other, no matter
what the attack or defence ratings are. However, if your card is 'weak'
against the element, then your card will loss to the other, no matter
what the attack or defence ratings are.

So the elements/types are:

'Main' Category

Fire (Red)
*Beats*
Forest (Dark Green)
*Beats*
Wind (Light Green)
*Beats*
Ground (Brown)
*Beats*
Thunder (Yellow)
*Beats*
Water (Blue)
*Beats*
Fire (Red)

'Sub' Category

Black (Black)
*Beats*
White (Gray)
*Beats*
Evil (Purple)
*Beats*
Illusion (Light Purple)
*Beats*
Black (Black)

(Note: As I said above, if the element of card will *beat* another card,
then you will win no matter how high or low your attack and defence
ratings are, and no matter how high or low your opponents card's attack
and ratings are. However, if your card has a higher attack rating (when
attacking your opponent's cards in attack mode) than your opponents, you
still deduct the same number of LP as if the elements were null.)

-----------------------
2.3 How to Build a Deck
-----------------------

-Costs-

Every card within DM7 has a 'cost', the higher the cost, the better
the card (not stronger, better.) (Note: The most 'expensive' cards are
usually level 4 cards with 1800+ Attack Ratings as these require no
sacrifices to use.) This 'cost' is the amount of Duelling points required
to place the card in your deck, and if have enough Duelling points to use
the card, then this 'cost' is the amount of deck capacity needed to
store the card in your deck.

For Example:

Blue Eyes White Dragon (Level 8)
A: 3000
D: 2500
Has a cost of 95 (relatively low because it requires 2 sacrifices to
play the card.) This means you have to have a Duelling level of at
least 95, any less and you cannot use this card.

Ex. My Duelling Level is 400, so I can use this card.

As I can use this card, I will. I place this card in by deck:
Capacity:  0/2700 Cards: 0/40 (Before)

Capacity: 95/2700 Cards: 1/40 (After)

Now that I have this card in my deck, my maximum capacity (2700) is now
lessened by 95, so my remaining 39 cards can have a combined cost of
up to 2605.
Now, if I add another card into the deck, the used capacity will increase
as well as the number of cards in the deck:

Dark Elf (Level 4)
A: 2000
D:  800
Has a cost of 319 (much more than BEWD, and is only level 4. The reason
for this high cost is that this card has a pretty high attack rating,
and can be played without any sacrifices.)

My Duelling level is 400, so I can use this card.

Capacity:  95/2700 Cards: 1/40 (Before)

Capacity: 414/2700 Cards: 2/40 (After)

And you carry this on until you have 40 cards with a capacity value
of 2700 or less.

-Increasing Duelling Points and Deck Capacity-

The only way to increase your Duelling points and deck capacity is to
duel. The more you duel, the more points you can accumulate, and you
can also use better cards. Different Duellists give you different
amounts of Duelling points; put simply, the better the duelest, the
larger the number of Duelling points you gain (most 'main' Duellists
give you 10 Duelling points whilst most others give you 5.)

-Getting Better Cards-

When you defeat an opponent, you get two or three things:
-Duelling Points
-Money
-A card (only if you 'bet' before the duel)

(Duelling points are explained above)

The money can be used to buy cards from the card shop (located near
the centre-bottom on the right hand side (Point '10' on 3.0 DM7 Map.)
In this shop is the store owner (behind the desk - usually), and
the card machine (which requires a 8-digit password to operate, and
if a correct password is entered, you can buy that card from the
shop owner.)
When you talk to the shop owner you will get two options:
         Buy                      Sell

-Buy-

If you select 'Buy' you will see a list of cards (which can be sorted
into different categories in the same way as in you're 'case'.) Each
card has a cost in money (listed in the top right corner in yellow.)
(The top white value is how much money you have, and the white value
below the 'price' is how much money you have after the purchase.)
To buy the selected card, press (A) and select the top option (the
middle shows you the card, and the bottom cancels.)(Note: You must
have enough money to buy the card, otherwise nothing will happen.)

-Sell-

The same as 'buy', except you gain money and lose a card instead of
the gaining a card and losing money.

-Card Machine-

The card machine is in the top right hand corner of the shop. When
you 'talk' to it you will be asked to enter an 8-digit code. If you
enter an incorrect code, nothing will happen. If you enter a correct
code, the card which you 'unlocked' will be available for purchase
from the shop owner.
(Note: For some of these passwords, look at the 8.0 Card Machine
Passwords.)

-Betting-

Another way of getting cards is by 'betting' one of your cards before
you duel. When you start a duel, you will see your 'case', a list of
your cards. Simply highlight the one you want to bet and press (A)
and select the top option (middle views the card, bottom cancels.)
(Note: You must have at least one card in stock to highlight and bet
that card. This means that the card must be in your case, and not in
your deck.)
(Note: The better the card you bet, the better the card you will win,
but remember, if you lose the duel, you lose the card you bet.)

-Restricted Card List-

Within DM7, there are a number of cards which are 'restricted', which
means you can have only 1 in your 'deck'. The Restricted cards are:

- Exodia the Forbidden
- Right Leg of the Forbidden One
- Left Leg of the Forbidden One
- Right Arm of the Forbidden One
- Left Arm of the Forbidden One
- Black Hole
- Thunder Bolt (Raigeki)
- Harpy's Feather Duster
- Change of Heart
- Pot of Greed
- Reborn the Monster

- Giant Storm (This card is 'semi'-restricted, meaning you can have up to
              2 of these cards in your deck.)

-Other Limitations-

Besides the 'restricted card list', there are several other limitations
to your deck:

- You cannot have more than 3 of any one card (the same number, different
 images count as a different card.)
- You cannot have cards worth more than your Duelling level
- You have a deck capacity, and you cannot go it

-Requirements-

A deck consists of 40 cards, no more, no less, if you have less you cannot
exit from the 'case' menu (it will not let you go over 40.) These 40 cards
can be either monster, magic, trap, equipment or ritual cards (remember
the limitations listed above.)

--------------------------------
2.3.1 Deck Construction Workshop
--------------------------------

Now that I have explained what limitations there are when building a deck,
it's time to lay out some basic and advanced guidelines which will help
you build powerful and successful decks.
This section DOES NOT tell you what cards to put in your deck, thats your
choice, and I've given you plenty of hints throughout this guide, so you
can manage on your own, but it does share some useful and practical tips.

*Recommended Cards*

As I said above, I will not tell you all the cards that you should, and
should not have in your deck, instead I will SUGGEST some of the best
cards to have:

- Thunder Bolt
- Swords of Revealing Light
- Pot of Greed
- Reborn the Monster (Monster Reborn)
- Black Hole (AKA Dark Hole)
- Change of Heart

*Hints and Tips from the Experts*

------------------------------------------------
¦Monster cards are better than magic/trap cards¦
------------------------------------------------

In any deck, the most important cards you can, and should have are Monster
cards. This is simply because, no matter how strong your trap/magic cards
are, Monster cards are the only true way to defend your LP, and your true
way to defeating your opponent. (OK, you can use 'Direct' effect magic
cards to attack your opponent's LP, but you cannot hope to win with just
these cards.)

To prove my point:

Direct Effect Magic Cards:

Sparks          -  50 LP
Fireball        - 100 LP
Final Flame     - 200 LP
Giant Fire      - 500 LP
Flame's of Hell -1000 LP

You can have up to 3 of each of these cards in your deck, so:

Sparks          -  50 LP x 3 =  150 LP
Fireball        - 100 LP x 3 =  300 LP
Final Flame     - 200 LP x 3 =  600 LP
Giant Fire      - 500 LP x 3 = 1500 LP
Flame's of Hell -1000 LP x 3 = 3000 LP

Giving a grand total of: 5550 LPs worth of damage

Max. LP                   = 8000
Max. LP Damage (By DEMCs) = 5550
Remaining LP              = 2450

5 Cards can be held in your hand at once, and all these DEMCs total
15 cards, which means it would take at least 10 turns to deal this
amount of damage (5550), which could be done A LOT easier by having
high Attack rating level 4 cards, as they could do far more damage,
far quicker.

So you see, you cannot hope to win with just DEMCs (Direct Effect Magic
Cards), and this example assumes that you drew one after another, and
assumes that your opponent hasn't countered any of these, and also
assumes that your opponent hasn't attacked you whilst you were
attacking them.

As you can see, even ALL the DEMCs cannot hope to even begin equal the
power of Monster cards, let alone replace them.

----------------------
¦High lows, Low highs¦
----------------------

There is no point in having a deck with 30 level 8 cards with very high
Attack ratings, and only 10 level 4 (and below) cards as you will find
you cannot sacrifice enough cards to summon your level 8 cards, or even
worse, you cannot play any monster cards, which allows your opponent to
attack your LP directly, and defeat you faster than you can say:
"Yu-Gi-Oh". Really.
The best thing to do is have either a 2:1, or 3:1 ratio of cards (2 or
3 level 4 (and below) cards to every 1 level 5+ card), depending on
remaining magic cards (if you have Pot of Greed, you can use the 2:1
ratio, if not, better stick to the 3:1.)

----------------------
¦Magic and Traps Work¦
----------------------

Although I discreditted DEMCs above, I advise you to have a fair amount
of Magic and Trap cards in your deck. Although you cannot win with these
cards alone, they can play a pivotal role in defeating duellists with
Monster cards far more powerful than your own.
The best way to play it is to have 5-10 Magic/Trap cards, and the
remaining 30-35 cards should be Monster cards (both high level, and
low level.)

----------------------------
¦Ritual and Fusion Monsters¦
----------------------------

Ritual and Fusion monsters are best left to the experts. Although these
cards do have incredible Attack and Defence ratings (most of them), they
are extremley difficult to summon during an intense duel with an
experienced duellist, and often cause huge problems should your necessary
cards be eliminated.
The way to use these cards (if you choose to do so), is by ALWAYS having
a back-up plan. This plan can take the form of any counter-attack or
counter-defence strategy, which will (hopefully) put you back in a
strong duelling position.

Real Example:

You are trying to summon the Blue Eyes Ultimate (White) Dragon
with the 'Ultimate Dragon Ritual' card. You have 2 BEWDs on the field,
and 2 other level 4 Monsters, and are at a stalemate with your opponent
(who also has 2 BEWDs on the field.) You play Swords of Revealing Light
to save your 2 level 4 Monsters, and this is your last turn before it's
effect wears off:

------ ------
¦    ¦ ¦    ¦
¦BEWD¦ ¦BEWD¦                Opponent
¦    ¦ ¦    ¦
------ ------
***************************  4000 LP
***************************
***************************
***************************  4500 LP
------ ------ ------ ------
¦    ¦ ¦    ¦ ¦    ¦ ¦    ¦
¦BEWD¦ ¦BEWD¦ ¦Lv.4¦ ¦Lv.4¦  You
¦    ¦ ¦    ¦ ¦    ¦ ¦    ¦
------ ------ ------ ------
------
¦    ¦
¦SORL¦
¦    ¦
------

You draw Pot of Greed, and play it, and you draw 2 cards.
The 2 draw cards were:

- Ultimate Dragon Ritual
and
- Blue Eyes White Dragon

You sacrifice your 2 Lvl.4 Monster cards, and play BEWD.
You then sacrifice all 3 BEWDs, and play the 'Ultimate Dragon Ritual',
and summon the enormous power of BEUWD (4500/3800), and use it to
destroy one of your opponent's BEWDs. You are sure of certain victory,
opponent's turn:

------
¦    ¦
¦BEWD¦                       Opponent
¦    ¦
------
***************************  2500 LP
***************************
***************************
***************************  4500 LP
-------
¦     ¦
¦BEUWD¦                      You
¦     ¦
-------

Your opponent draws, and plays......Kuribo (550/400), and you laugh
your head of, and look at the ratings:

You: BEUWD  : 4500/3800
Opp: Kuribo :  550/ 400

Then. You remember, 'Black' beats 'Light'!, and guess what!? Kuribo
attacks, and eliminates BEUWD from the field! Now look whos laughing.

This really did happen, but thankfully I played another level 4 card,
which happened to also be a 'Black' card, that beat the Kuribo, the
remaining BEWD, and won the duel! But think what might have happened
if that level 4 card didn't come up, and that little Kuribo pounding
away at my LP (or being sacrificed for a stronger Monster card.)
I think you get the general idea.

-----------------
¦Ace in the Hole¦
-----------------

Also known as 'Trump Card', the 'Ace in the Hole' strategy is simple,
always have 1 or 2 cards which will get you out of any situation. Now,
this may sound easy, Thunder Bolt, and Dark Hole, but this is NOT what
I mean. Those two cards are involved, but this deck building strategy
does not revolve around these cards. To perfect this deck, you will have
to take the time to duel as many duellists as you can, and see if your
'Trump' card(s) come up in time to help you out. To put it simply, to
make this 'trouble-free' deck, just follow these instructions:

---------------------------------
¦Add 'Thunder Bolt' to your deck¦
---------------------------------
        Does it help?
         Yes / \ No
    ---------   ------------------
    ¦Keep it¦   ¦Try Another Duel¦
    ---------   ------------------
                  Does it help?
                    Yes / \ No
               ---------   ------------
               ¦Keep it¦   ¦Discard it¦
               ---------   ------------

---------------------------------
¦Add 'Dark Hole' to your deck   ¦
---------------------------------
        Does it help?
         Yes / \ No
    ---------   ------------------
    ¦Keep it¦   ¦Try Another Duel¦
    ---------   ------------------
                  Does it help?
                    Yes / \ No
               ---------   ------------
               ¦Keep it¦   ¦Discard it¦
               ---------   ------------

----------------------------------------------
¦Add 'Swords of Revealing Light' to your deck¦
----------------------------------------------
        Does it help?
         Yes / \ No
    ---------   ------------------
    ¦Keep it¦   ¦Try Another Duel¦
    ---------   ------------------
                  Does it help?
                    Yes / \ No
               ---------   ------------
               ¦Keep it¦   ¦Discard it¦
               ---------   ------------

etc.

It is best to try each card or cards in at least 2 duels (if not more),
to guage their true potential. Now although this process is EXTREMLEY
time consuming, it could be the best way to achieve YOUR perfect deck, I
say YOUR perfect deck because everybody has different ways of dealing with
different situations, and so will require very different cards (this is
why I will not tell you exactly what cards to use as this may not work
for you as well as it did for me.)

---------------------
¦The 'Forbidden' Win¦
---------------------

Another way you can build your deck, and some say the easiest (not in my
opinion) is to include all the Exodia and Ouijyan pieces, as well as Pot
of Greed. Now, although this strategy may be perfect (if you can assemble
all the pieces) for some, it does require A LOT of LUCK to draw all the
necessary cards, and to play them.
My advice to you on this subject is, don't use it! It works for so few
people, and even with those people, it doesn't work all the time, so I
advise you stick to more conventional '0 LP' win strategies.

**************************************************************************
Can you think of any deck construction tips/ideas which I haven't listed
above? If you have, E-Mail me your suggestions to : [email protected]
And I will review them, and if they are suitable, put them in this guide.
Please note that you will be given FULL CREDIT for your suggestion(s).
(Please mark your E-Mails with the Subject : YDM7DECK)
Thank You.
**************************************************************************

--------------------------------------------------------------------------

-----------------------------------
2.4 Magic, Trap and Equipment Cards
-----------------------------------

-Magic Cards (Green)-

One of the most important types of cards (joint with Trap cards, and
Monster cards.) These can destroy your opponent's monsters, their
magic or trap cards, even stop them from attacking or defending.

N: Stop Defence
#: 320
E: Causes your opponents cards to switch to Attack Mode for on turn

N: Dragon Capture Jar
#: 329
E: Eliminates all your opponent's Dragon cards in play

N: Black Hole (AKA Dark Hole)
#: 336
E: Destroys all creatures on the field (including yours)

N: Thunder Bolt (AKA Raigeki)
#: 337
E: Destroys all your opponent's creatures on the field

N: Mooyan Curry
#: 338
E: Your LP +200

N: Red Potion
#: 339
E: Your LP +500

N: Goblin's Secret Remedy
#: 340
E: Your LP +1000

N: Soul of the Pure
#: 341
E: Your LP +2000

N: Dian Keto the Cure Master
#: 342
E: Your LP +5000
Note: A great card to have

N: Sparks
#: 343
E: Opponent's LP -50   (Direct Damage)

N: Fireball
#: 344
E: Opponent's LP -100  (Direct Damage)

N: Final Flame
#: 345
E: Opponent's LP -200  (Direct Damage)

N: Giant Fire
#: 346
E: Opponent's LP -500  (Direct Damage)

N: Flame's of Hell
#: 347
E: Opponent's LP -1000 (Direct Damage)

N: Swords of Revealing Light
#: 348
E: Stops your opponent from attacking for 3 turns. (Also reveals all
  cards in Reverse Defence)

N: Spellbinding Circle
#: 349
E: Weakens all your opponent's Monster cards

N: Dark Piercing Light
#: 350
E: Reveals all cards in Reverse Defence (including yours)

N: Warrior Elimination
#: 653
E: Destroys all your opponent's Warrior type cards in play

N: De-Spell
#: 655
E: Cancels all magic effects that reduced your creature's Attack or
  Defence ratings

N: Eternal Rest
#: 656
E: Destroys all your opponent's Zombie type cards in play

N: Stain Storm (AKA Rust Storm)
#: 660
E: Destroys all your opponent's Machine type cards in play

N: Crush Card
#: 661
E: Destroys all your opponent's Monster Cards with an Attack Rating
  of 1500 or more
Note: A great card to have

N: Eradicating Aerosol
#: 662
E: Destroys all your opponent's Insect type cards in play

N: Breath of Light
#: 663
E: Destroys all your opponent's Rock type cards in play

N: Eternal Drought
#: 664
E: Destroys all your opponent's Fish type cards in play

N: Shadow Spell
#: 669
E: Lowers all your opponent's Monster cards Attack and Defence
  ratings by 2 levels (by 200; e.g. 500/500 becomes 300/300)

N: Harpy's Feather Duster
#: 672
E: Destroys all your opponent's face down Magic/Trap cards

N: Brain Control
#: 781
E: Control one of your opponent's Monster cards for 1 turn

N: Change of Heart
#: 784
E: Same as Brain Control (#781)

N: Multiply
#: 785
E: Makes 1 Kuribo into 5 (fills all monster slots)

N: Exorcist
#: 786
E: Destroys all your opponent's Evil type cards in play

N: Magician Destroyer
#: 787
E: Destroys all your opponent's Spellcaster type cards in play

N: Revolution
#: 788
E: Opponent's LP -200 for every card in their hand (up to LP -1000)

N: Pot of Greed
#: 789
E: Draw to cards from your deck, into your hand (if you already have
  5 cards in your hand, nothing happens, and if you have 4 cards in
  your hand, you only draw 1 card)

N: Peace Being
#: 891
E: Stops any of your opponent's Monster cards with an Attack Rating
  of 1500+ from attacking, switching modes, or from being sacrificed

N: Darkness Approaches
#: 892
E: Makes all of your cards turn face down (no matter what 'mode' your
  cards are in, and includes magic and trap cards)

N: End of War
#: 893
E: Destroys ALL cards in play (including yours), as well as both
  player's hands

N: Giant Storm
#: 894
E: Destroys ALL cards in play (including yours)

N: Reborn the Monster (AKA Monster Reborn)
#: 895
E: Lets you bring back one Monster card from the Duelling 'graveyard'
  (either yours, or your opponent's Monster cards)

N: Grave-Digger Ghoul
#: 896
E: Destroys all the cards in both 'graveyards' (they cannot be
  recovered by any means, including 'Reborn the Monster' (#895))

N: Hand of Evil
#: 898?
E: Destroys one of your opponent's Monster cards in play (you choose
  which one)

-Trap Cards (Light Purple)-

Trap cards are probably the second most essential type of card (except
for Monster cards obviously.) They are played face down (in your magic/
trap section of the field), and are 'activated' when your opponent does
a certain action (e.g. Attack, switch card 'modes' etc.)

N: Ouijyan Board D
#: 583
E: When you spell DEATH, you win the duel

N: Ouijyan Board E
#: 584
E: When you spell DEATH, you win the duel

N: Ouijyan Board A
#: 585
E: When you spell DEATH, you win the duel

N: Ouijyan Board T
#: 586
E: When you spell DEATH, you win the duel

N: Ouijyan Board H
#: 587
E: When you spell DEATH, you win the duel

N: House of Adhesive Tape
#: 681
E: Destroys one of your opponent's Monster card with an Attack rating
  of 500 (or less), that attacks one of your Monster cards

N: Eatgaboon
#: 682
E: Destroys one of your opponent's Monster card with an Attack rating
  of 1000 (or less), that attacks one of your Monster cards

N: Bear Trap
#: 683
E: Destroys one of your opponent's Monster card with an Attack rating
  of 1500 (or less), that attacks one of your Monster cards

N: Invisible Wire
#: 684
E: Destroys one of your opponent's Monster card with an Attack rating
  of 2000 (or less), that attacks one of your Monster cards

N: Acid Trap Hole
#: 685
E: Destroys one of your opponent's Monster card with an Attack rating
  of 3000 (or less), that attacks one of your Monster cards

N: Widespread Ruin
#: 686
E: Destroys one of your opponent's Monster cards, when they Attack

N: Goblin Fan
#: 687
E: Reflects any 'Direct' magic back at your opponent (e.g. Fireball
  (#344))

N: Bad Reaction to Simmochi
#: 688
E: Reverses the effect of Recovery magic cards (e.g. Red Potion (#339))

N: Reverse Trap
#: 689
E: Reverses any Power-up card effect, and reduces the Monster card's
  Attack and Defence ratings instead (e.g. Dragon Treasure (#315))

N: Fake Trap
#: 670
E: Does nothing (except it makes your opponent think you have a real
  trap, and this might make them rethink their strategy)

N: Reverse Lightning
#: 782
E: Reverses Lightning Bolt (Raigeki) (#337) back at your opponent, and
  destroys all their Monster cards, instead of yours

N: ?Amazon Vortex?
#: 870
E: Reduces one of your opponent's Monster card's Attack and Defence
  ratings

N: Tidal Wave
#: 897
E: When your opponent Attacks one of your cards, that Monster card is
  destroyed

N: Messiah of Ant Hell
#: 899
E: When your opponent Attacks one of your cards, that Monster card is
  stopped, and is prevented from doing anything for one turn

-Fields and Field Cards-

When Duelling against main characters (and some normal ones) you may find
that the background looks different to the one you first saw at the
beginning, this means that you are Duelling in a 'field'.
'Fields' are areas which affect different monster cards differently,
sometimes increasing their 'base' attack and defence ratings, and
sometimes decreasing their 'base' attack and defence ratings. 'Fields'
can come into play in two ways;
- Someone plays a 'Field' Card
- You are in an arena with that type of field in play

The types of fields/field cards are as follows:

Forest      (Card #330)
Wasteland   (Card #331)
Mountain    (Card #332)
Meadow      (Card #333)
Ocean       (Card #334)
Yami (Dark) (Card #335)

Each field affects the main types of creatures (not elements). The
main types of creature are as follows:

Dragon
Warrior
Beast
Beast Warrior
Birds
Insect
Fish
Thunder
Rock
Spellcaster
Fiend
Dinosaur
Seaserpent
Water
Plant
Zombie
Angel
Reptile
Machine
Fire

Now, I put these two lists together to show you what has an advantage
or disadvantage in each field type:

Forest:
Insect        (Adv.)
Beast Warrior (Adv.)
Plant         (Adv.)
Beast         (Adv.)

Wasteland:
Rock          (Adv.)
Dinosaur      (Adv.)
Zombie        (Adv.)

Mountain:
Dragon        (Adv.)
Birds         (Adv.)
Thunder       (Adv.)

Meadow:
Warrior       (Adv.)
Beast Warrior (Adv.)

Ocean:
Fish          (Adv.)
Thunder       (Adv.)
Seaserpent    (Adv.)
Water         (Adv.)
Machine       (DisAdv.)
Fire          (DisAdv.)

Yami:
Spellcaster   (Adv.)
Fiend         (Adv.)
Angel         (DisAdv.)

(Note: Reptiles have no field (dis)advantages.)

* Format for the 'Cards' Section *

N: Name of Card
#: Card Number
E: Effect(s)

-Equipment Cards (Lt. Green)-

These cards are 'attached' to one of your monster cards, and can power
them up, as long as you use the right card for the right type of creature.

N: Legendary Sword
#: 301
E: Powers up Warriors (Not Dark Warriors)

N: Sword of Dark Destruction
#: 302
E: Powers up Dark Warriors

N: Dark Energy
#: 303
E: Dark monster Attack and Defence +500

N: Axe of Despair
#: 304
E: Powers up Beast Warriors and Demons

N: Laser Cannon Armour
#: 305
E: Powers up Insects

N: Insect Armour + Laser Cannon
#: 306
E: Powers up Insects (Equip)

N: Elf's Light
#: 307
E: Powers up Elves

N: Beast Fangs
#: 308
E: Powers up Beasts

N: Steel Shell
#: 309
E: Powers up creatures with Shells

N: Vile Germs
#: 310
E: Powers up Plants

N: Black Pendant
#: 311
E: Powers up Dark Spellcasters

N: Silver Bow and Arrow
#: 312
E: Powers up Elves

N: Horn of Light
#: 313
E: Powers up Dark Monsters (with horns)

N: Horn of the Unicorn
#: 314
E: Powers up Horned Creatures (except Dark Creatures)

N: Dragon Treasure
#: 315
E: Powers up Dragons

N: Electro-Whip
#: 316
E: Powers up Females

N: Cyber Shield
#: 317
E: Powers up Females

N: Elegant Egotist
#: 318
E: Makes 1 Harpy Lady into 3 Harpys

N: Mystical Moon
#: 319
E: Powers up Beasts

N: Malevolent Nuzzeler
#: 321
E: Powers up Dark Females

N: Violet Crystal
#: 322
E: Powers up Zombies

N: Book of Secret Arts
#: 323
E: Powers up Spellcasters

N: Invigoration
#: 324
E: Powers up Rock, Fire, and Thunder creatures

N: Machine Conversion Factory
#: 325
E: Powers up Machines

N: Raise Body Heat
#: 326
E: Powers up Dinosaurs

N: Follow Wind
#: 327
E: Powers up Birds

N: Power of Kaishen
#: 328
E: Powers up Sea Creatures

N: Kunai with Chain
#: 651
E: Powers up Warriors (Equip)

N: Magical Labyrinth
#: 652
E: Powers up 'Labyrinth Wall' Card

N: Salamandra
#: 654
E: Powers up Fire type Creatures

N: Megamorph (AKA Giant Growth)
#: 657
E: Doubles and Monster card's Attack and Defence ratings

N: Metal Morph
#: 658
E: Turns certain creatures into their metal variant

N: Winged Trumpeter
#: 659
E: Powers up Angels

N: Bright Castle
#: 668
E: Powers up White Creatures

N: 7 Cards
#: 900
E: Powers up 'Slot Machine'

-Ritual Cards (Blue)-

Ritual cards allow you to summon more powerful Monster cards into play by
sacrificing a specified Monster, and two other cards of your choice (or
two specified Monster cards, and one of your choice; or three specified
Monster cards.)
(Note: The format of this section is slightly different from all the
      others. It is as follows:

N: Name of Card
#: Card Number
R: Required Sacrifice(s)
@: Card Number(s) of Sacrifice(s)
S: Resultant Monster Card

And now, the Ritual Cards.)

N: Curse of the Millennium Shield
#: 665
R: One-Eyed Shield Dragon, and any other 2 Monster cards
@: 296
S: Millennium Shield

N: Yamadron Ritual
#: 666
R: Mountain Warrior, and any other 2 Monster cards
@: 29
S: Yamadrom

N: Gate Guardian Ritual
#: 667
R: Sanga of Thunder, Kazejin of Fire, and Suijin of Water
@: 371, 372, 373 (Respectively
S: Gate Guardian

N: Black Luster Ritual
#: 670
R: Gaia the Fierce Knight, and any other 2 Monster cards
@: 38
S: Black Luster Soldier

N: Zera Ritual
#: 671
R: Ryu-Kishin Powered, and any other 2 Monster cards
@: 377
S: Zera the Mant

N: War Lion Ritual
#: 673
R: Leogun, and any other 2 Monster cards
@: 403
S: Super War Lion

N: Beastry Mirror Ritual
#: 674
R: Fiend Reflection #1, and any other 2 Monster cards
@: 595
S: Fiend Mirror

N: Ultimate Dragon Ritual
#: 675
R: Blue-Eyes White Dragon, BEWD, BEWD
@: 001, 001, 001
S: Blue-Eyes Ultimate White Dragon

N: Commencement Dancer
#: 676
R: Water Omatics, and any other 2 Monster cards
@: 249
S: Performance of the Sword

N: Hamburger Recipe
#: 677
R: Bio Plant, and any other 2 Monster cards
@: 295
S: Hungry Burger

N: Revival of Sengenjin
#: 678
R: Hiosu-Me Giant, and any other 2 Monster cards
@: 3
S: Sengenjin

N: Novax's Prayer
#: 679
R: M-Warrior #1, and any other 2 Monster cards
@: 160
S: Skull Guardian

N: Curse of the Tri-Horned Dragon
#: 680
R: Black Dragon Jungle King
@: 571
S: Tri-Horned Dragon

N: Revival of the Serpent Night Dragon
#: 691
R: Dark Fire Dragon, and any other 2 Monster cards
@: 168
S: Serpent Night Dragon

N: Turtle Oath
#: 692
R: 30,000 Year Old White Turtle, and any other 2 Monster cards
@: 449
S: Crab Turtle

N: Construct of Mask
#: 693
R: Mask of Darkness, and any other 2 Monster cards
@: 102
S: Mask of Light and Darkness

N: Resurrection of Chakra
#: 694
R: Versago the Destroyer, and any other 2 Monster cards
@: 269
S: Chakra

N: Puppet Ritual
#: 695
R: Mysterious Puppeteer, and any other 2 Monster cards
@: 166
S: Psycho Puppet

N: Javelin Beetle Pact
#: 696
R: Hercules Beetle, and any other 2 Monster cards
@: 52
S: Javelin Beetle

N: Garma Sword Oath
#: 697
R: Succubus Knight, and any other 2 Monster cards
@: 621
S: Garma Sword

N: Cosmo Queen's Prayer
#: 698
R: Queen of Autumn Leaves, and any other 2 Monster cards
@: 638
S: Cosmo Queen

N: Revival of the Skeleton Rider
#: 699
R: Temple of Skulls, and any other 2 Monster cards
@: 146
S: Skeleton Rider

N: Fortress Whale's Oath
#: 700
R: Mech Bass, and any other 2 Monster cards
@: 441
S: Fortress Whale

N: Dark Magic Ritual
#: 722
R: Dark Magician, and any other 2 Monster cards
@: 35
S: Magician of Black Chaos (or Dark Chaos)

N: Dark Eyes Illusion Ritual
#: 783
R: Dark Eyes Illusionist, and any other 2 Monster cards
@: 730
S: Relinquished

(Note: The 'and any other 2 Monster cards' statement refers to any 2
Monster cards in Play, not any 2 in your hand, or deck.)

--------------------------------------------------------------------------

3.0 Duel Monsters 7 Map

--------------------------------------------------------------------------
¦                                                                        ¦
¦                                                                        ¦
¦                               *                       *                ¦
¦                       *       2                       3                ¦
¦                       1                                                ¦
¦                                                                        ¦
¦                                                 *                      ¦
¦                                                 4                      ¦
¦                                                                        ¦
¦               *                                                        ¦
¦               5                                                        ¦
¦                                 *                                      ¦
¦      *                          7                                      ¦
¦      6                                                                 ¦
¦                           *                                            ¦
¦                           8                                            ¦
¦                                                               *        ¦
¦                                                               9        ¦
¦                                            *                           ¦
¦                                            10                          ¦
¦                                                                        ¦
¦                                                                        ¦
¦                                                                        ¦
¦                                                                        ¦
--------------------------------------------------------------------------

Locations:
1  - Aquarium
2  - GameGame Building
3  - Duellists Tower (AKA Alkatraz)
4  - Harbour/Docks
5  - Stone Ring (And River)
6  - Park
7  - Main Town Square
8  - Museum
9  - Final Stadium (Blimp)
10 - Card Shop
(Note: These names are what the areas look like, and may not be the
actual Japanese->English translation.)

--------------------------------------------------------------------------

4.0 Quick Walkthrough

This is a speedy walkthrough of DM7. It does not tell you how to beat the
Duellists (see '5.0 Main Duellists Walkthrough' for that), and uses the
names which can be viewed on the map (above).

- Options (Left or Right) Doesn't matter
- Go out of 'Your Room'
- Options (Left or Right) Doesn't matter
- 'Duel' Yugi (No Battle)       - Next to you
- 'Duel' Mai (No Battle)        - Blonde girl near the central clock tower
- 'Duel' Mako (No Battle)       - Black haired man near a tree
- 'Duel' Weevil (No Battle)     - Blue/Green Haired man surrounded by 2
                                 other guys
- 'Duel' Bonez (No Battle)      - Short, spooky looking man near some
                                 tables
- 'Duel' Rex Raptor (No Battle) - Man wearing a red hat
- Go to the central clock tower, and try to leave
- Save if you wish (in 'Your Room' - Computer)
- Duel Tristin to gain Duelling points and money (to spend later on)
- Duel anyone else in the town (except Bonez, or any other 'main' duelest)
- Duel Bonez - In the 'graveyard' area in the top right of the town
- Save
- Duel the 'brothers' - In the alley, at the top-middle area of town
- Duel the 'Big' Brother (middle one)
- Save
- Talk to Bonez - Outside the 'graveyard' area
- Go to 'graveyard' area
- Duel the 'Caped' Person
- Talk to Bonez
- Save
- Duel the man in orange near the chairs (bottom-middle of town)
- Talk to the man in orange near the chairs
- Go to the Card Shop (Point #10)
- Walk to the back of the shop (down the stairs)
- Walk to the duel arena (your slot)
- You have to duel Pandora (the guy who just talked to you)
- Leave the room
- Buy Cards
- Go back to Main Town Square (Point #7)
- Save
- Go to the Games Store (not the shop) - Bottom left of town
- Talk to Yugi (funny looking black/gold/red hair guy
- Duel Rex Raptor (red cap) - right of the clock tower
- Save
- Go to Kaiba Corp. - Bottom right of town
- Duel the guard (guy dressed in black) - outside Kaiba Corp.
- (You can go inside Kaiba Corp. and duel a machine for large amounts of
  money, and 5 Duelling Points per duel.)
- Save
- Exit Town
- Go to the park (Point #6)
- Go right
- Duel the characters around Weevil (the blue/green haired guy)
- Duel Weevil
- Save
- Duel Weevil again
- Duel Weevil again
- Go back to 'Your Room'
- Save
- Go to the Game Shop - Bottom left of town
- Talk to Grey haired boy (I can't remember his name)
- Exit town
- Go to Stone Ring (Point #5)
- Go across the logs and right. Carry on right and up until...
- Duel Pantomime (automatic)
- Options (Left and Right) Doesn't matter
- Save
- Go to GameGame Building (Point #2)
- Talk to Joey (wears blue, blonde hair)
- Options (Left and Right) Doesn't matter
- Duel everyone in the building (there's an elevator in the top left
 corner of the building with two options (2nd and 3rd Floors)
 (Optional)
- Save
- Go to the Aquarium (Point #1)
- Duel the 'entrance guard' (outside)
- Go inside
- Duel the two people above you
- Duel the little boy (not Joey, or Mako)
- Duel Joey (several times)
- Duel Mako (Near Joey)
- Save
- Go to the Museum (Point #8)
- Duel the boy (outside)
- Duel Bakura (purple hair)
- Save
- Go to Game Shop - Bottom left of town
- Talk to Yugi
- Options (Left and Right) Doesn't matter
- Talk to Yugi
- Exit store
- Go to the 'graveyard' area
- Duel the 'Ghoul' - Blue cloaked person
- Go to the 'alley' area
- Duel the 'Ghoul'
- Go to the museum (Point #8)
- Duel the 'Ghoul' (The middle one)
- Go to the Aquarium (Point #1)
- Duel the 'Ghoul' there (there are two ghouls, you only have to duel the
 first)
- Save
- Go to the park (Point #6)
- Duel 'Ghoul' (when you walk in)
- Go up
- Duel 'Ghoul'
- Go right
- Duel 'Ghoul'
- Go down
- Duel Bandit Keith (automatic)
- Options (Left or Right) Doesn't matter
- Save
- Go to the Game Shop (bottom left of town)
- Go to Kaiba Corp. (bottom right of town)
- Talk to the guard
- Go to the Card Shop (Point #10)
- Buy new cards
- Save
- Go to the GameGame Building (Point #2)
- Options (Left or Right)
 Left:  Duel Mask of Light
 Right: Duel Mask of Darkness
- Options (Left or Right) Doesn't matter
- Talk to Yugi
- Follow Yugi
- Go to the Museum (Point #8)
- Save
- Go to the Harbour/Docks (Point #4)
- Duel Bandit Keith (automatic)
- Go up two screens
- Options (Left or Right) -  Pick the Left one
- Duel Joey/Malik (automatic)
- Go to Card Shop (Point #10)
- Buy new cards
- Save
- Go to the Museum (Point #8)
- Walk into Museum
- Duel Isis (automatic)
- Options (Left or Right) Doesn't matter
- Duel Seto Kaiba (automatic)
- Put Obelisk (God Card) in your deck
- Save
- Go to the Game Shop - bottom left of town
- Go to Card Shop (Point #10) (if needed)
- Buy new cards (if needed)
- Go to Final Stadium (Point #9)
- Go inside
- Talk to everyone
- Talk to the guard
- Talk to the guard
- Options (Left or Right)
 Left:  Duel 'Malik'
 Right: Cancel
- Duel 'Malik' (when you select the left option)
- Go up
- Go through the top right door
- Exit this room
- Go through the top left door (-> 1st Floor)
- Go right
- Talk to everyone
- Talk to Mokuba
- Save
- (Get better cards if needed)
- Go to the Duellists Tower (Point #3)
- Go inside
- Talk to the guard
- Options (Left or Right)
 Left:  Duel Yugi
 Right: Cancel
- Duel Yugi (when you select the left option)
- Put Osiris (your second God card) into your deck
- Talk to the guard
- Options (Left or Right)
 Left:  Duel Malik
 Right: Cancel
- Duel Malik (when you select the left option)
- Options (Left or Right) Pick the left option
- THE END

(Note: This is exactly how I first played the game, so you can 'save' as
often or not as you like. Also, you can duel anybody not listed in this
walkthrough to gain more Duelling points, deck capacity, and money.
(Although I had more than enough using the above method.))

--------------------------------------------------------------------------

5.0 Main Duellists Walkthrough

Instead of squashing all this advice in 'Quick Walkthrough' section, I
decided to make this separate. The following is the easiest way to beat
each duelest, and the quickest. Please note that this section can spoil
the game for people who have not played it through at least once, so view
this section at your own discretion.

-Format-

As with just about everything else in this guide, I have a format for
this section to. It just makes it easier to read, neater, and easier on
fingers. So;

N: Name of Duelest
G: Gender of Duelest (doesn't really matter, but can help you to tell
  which one is which)
L: What they look like (again, to tell them apart)
C: What type(s) of cards this duelest uses (Their main type(s))
Y: What type(s) of cards you should use to beat this duelest
D: The difficulty level of this duelest (In my opinion)
@: Notes on this Duelest (if any)

-Duellists-

(The list of Duellists will be in the same order as they appear in the
'Quick Walkthrough' section.)

N: Tristin
G: Male
L: Black Hair, Black Clothes, outside 'Your Room'
C: Various
Y: Any
D: Very Easy
@: He uses pretty weak cards, simply duel him a few times, buy some better
  cards, and then duel him again, simple.

N: Bonez
G: Male
L: Creepy little guy, near, or in the 'Graveyard' area
C: Mainly Zombie & Evil
Y: Light (White), High attack
D: Easy
@: Nothing he has should pose a threat, but be careful, he may play the
  'Pumpking', which has an 1800 Attack Rating (he has to sacrifice 1
  card in order to play it though.)

N: The 'Brothers' - Oldest
G: Male
L: Wears red, green hair, near, or in the 'Alley' area
C: Thunder
Y: Ground (DON'T USE WATER CARDS!)
D: Easy
@: Make sure you 'bet' when you duel the Oldest Brother, as he will
  give you either Sanga of Thunder, or the Psycho Shocker, both pretty
  good Thunder type cards.

N: 'Caped Guy'
G: Male
L: Wears a cape! In the graveyard
C: Zombie, and Evil
Y: Light, high attack
D: Very Easy
@: No problem, simple as ABC.

N: Pandora
G: Male
L: 'Court Jester' sort of mask/face, in the Card Shop (1 off event)
C: Evil, and Black
Y: Light, also, you can use VERY strong black or evil cards, as
  they will get a field advantage (just like his)
D: Easy - Medium
@: Be careful when using Light cards, as he has some Black cards which
  are 'Type' superior, and will defeat your Light cards, no matter the
  Attack or Defence ratings of either card (explained in an above
  section.)

N: Rex Raptor
G: Male
L: Red cap, black hair, near the tables and chairs
C: Earth, and Dinosaur
Y: Wind cards are pretty good, DON'T USE THUNDER OR FIRE CARDS
D: Medium
@: He has some strong cards, so just stop him from sacrificing any Monster
  cards to stop him getting these strong cards.

N: Kaiba Corp. Guard
G: Male
L: Wears black, black hair, black glasses, outside Kaiba Corp.
C: Various (Some Dragons, including the Five God Dragon 5000/5000!)
Y: Strong cards, Traps, and 'enemy clearance' Magic cards
D: Medium
@: Just stop him from sacrificing 3 Dragons to get the Five God Dragon
  (5000/5000), and you will have no problems.

N: Kaiba Corp. Machine
G: -
L: A Machine near Mokuba, inside Kaiba Corp.
C: Various (Also has the Five God Dragon)
Y: Same as 'Kaiba Corp. Guard'
D: Medium-Hard
@: Same as 'Kaiba Corp. Guard'

N: Weevil
G: Male
L: Green/blue hair, wears green, has glasses, in the Park
C: Insect
Y: Fire, and the Eradicating Aerosol (#662) card are useful
D: Medium
@: Like many of the others, stop him from sacrificing several cards, to
  stop him summoning his strongest card (Perfectly Ultimate Moth.)

N: Pantomime
G: Male
L: Bald, yellow patterns on his head, in the 'Stone Ring' and River area
C: Various, but mainly Dark and Evil
Y: Strong level 4 cards (with an attack rating of 1400+)
D: Medium (or Hard) - Depends on what cards you have
@: If you have strong level 4 cards, and some decent traps/magic cards,
  this should be a pretty easy duel

N: Joey
G: Male
L: Wears blue, gold hair, in the Aquarium
C: Various
Y: Strong cards (and at least one strong Water type)
D: Easy-Medium
@: Pretty easy, but be careful if he summons the Flame-Swordsman. If this
  happens, use a Water type card, and he is practically beaten.

N: Mako
G: Male
L: Wears blue/white, has black hair, in the Aquarium (or the Harbour/
  Docks later on)
C: Water, and Fish
Y: Thunder
D: Easy-Medium
@: If you use Thunder cards, he is practically beaten. (But be careful of
  his Legendary Fisherman card, and some of his Seaserpent cards.)

N: Bakura
G: Male
L: Wears white, purple hair, outside the Museum
C: Various
Y: Strong cards, and Traps
D: Easy-Medium
@: Nothing special, and pretty easy.

N: The 'Ghouls'
G: ???
L: Wears blue cloaks and hoods, located in various places
C: Mainly Black, and Evil
Y: Light, and Strong cards
D: Easy-Hard
@: These are pretty easy duels, but be extremely careful with them, as
  most of them have all 5 pieces of Exodia the Forbidden, and if they
  assemble it, you lose.

N: Bandit Keith
G: Male
L: Blue cape, gold hair, American flag bandana, in the Park (and later
  in the Harbour/Docks - 1 off events)
C: Various, mainly Machine types and some decent Magic Cards
  (Stop Defence etc.)
Y: Strong Cards, Water types and Harpy's Feather Duster (#672)
D: Medium-Hard
@: As you just saw, Keith has Zera the Mant, so make sure he doesn't
  complete the ritual, or you will be sorry! He mainly uses Machine
  type Monsters, so use the 'Ocean Field' card (#334), to give your
  Water types an advantage. (Be careful, he doesn't just use Machine
  type cards, so don't rely on the Field to give you the win.) When
  he plays several Magic cards, use the Harpy's Feather Duster to
  destroy them.

N: Mask of Light
G: Male
L: The short one, with a white half of a mask, and a purple cape
C: Light (and some Dark/Evil)
Y: Strong cards, 'Clearance' Magic cards, and Traps
D: Medium (Compared to Mask of Darkness)
@: He uses very strong cards level 4 cards (1800+), and has some very
  strong cards. Just use Traps, and 'Clearance' Magic cards, and this
  will be over very quickly.

N: Mask of Darkness
G: Male
L: The tall one, with a red half of a mask, and a purple cape
C: Dark/Evil (and some Light)
Y: Strong cards, but rely more on 'Clearance' Magic cards, and Traps
D: Hard (Compared to Mask of Light)
@: He uses extremely powerful level 4 cards (2000+), and has some even
  stronger ones. Just use Traps, and 'Clearance' Magic cards. and this
  duel will end pretty quickly.

N: Bandit Keith (2)
G: Male
L: Same as 'Bandit Keith'
C: Stronger ones than last time (more Dark and Evil cards)
Y: Use Light cards, strong level 4 cards, and 'Clearance' Magic cards
D: Hard
@: Use Light type cards, and 'Clearance' Magic cards to destroy any
  Monster card(s) which you can't take out with one of your Monster
  cards.

N: Joey (Controlled by Malik)
G: Male
L: Same as 'Joey'
C: Mainly Rock and Warrior type cards
Y: Wind types are pretty good, DO NOT USE THUNDER TYPES
D: Medium
@: Make sure you 'bet' on this duel, as you will usually get the Red-Eyes
  Black Dragon.

N: Isis
G: Female
L: Woman wearing white, with gold jewellery, in the museum (1 off event)
C: Mainly Light (Angels) and other strong cards
Y: A 'Yami Field' card (#335), 'Black' cards, and strong cards
D: Medium-Hard
@: Once you play the 'Yami' field, all her Angel type cards will decrease
  in both Attack and Defence, while you're Black cards will increase in
  both Attack and Defence, perfect.

N: Seto Kaiba
G: Male
L: Wears white, brown hair, in the museum (1 off event)
C: Various (quite a few Dragon types)
Y: Strong level 4 cards, and 'Dragon Capture Jar' (#329)
D: Medium-Hard
@: Play plenty of strong level 4 cards and stop Kaiba from sacrificing
  any cards to summon more powerful monsters (which will almost certainly
  defeat you.) Always keep about 2 strong level 4 cards in your hand, as
  Kaiba sometimes uses Black Hole, and Thunder Bolt to destroy your
  strong monsters. Also, make sure that you DO NOT let him have 3 BEWDs,
  or you are in for one hell of a fight (3 BEWDs = 3000/2500, 3 times,
  and that can become the BEUWD = 4500/3000!)

N: Malik Ishtal (Decoy)
G: Male
L: Big, bald guy with text written on the side of his face
C: Several strong cards (and a God card!)
Y: Strong level 4 cards, 'Clearance' Magic cards, and Traps
D: Medium
@: Play the strong level 4 cards, and hammer away at his LP. Use Traps
  when he plays his stronger cards. And use your God card before he
  uses his (when he plays his God card (Ra), you lose.)

N: Yami Yugi
G: Male
L: The 'other' Yugi, from inside his Millennium item. (Has some extra
  gold strands in his hair, nothing special)
C: Black cards, and Illusion cards (mainly Spellcaster types)
Y: Evil cards, Illusion cards, Strong level 4 cards, and Traps
D: Medium-Hard
@: Simply play either an Evil or Illusion card to counter his Black and
  Illusion cards. Be careful for Yugi's classic trick, Swords of
  Revealing Light (#348), Brain Control (#781), and his Dark Magician.
  (Make sure you 'bet' on this duel, as you will most likely get the
  Dark Magician, a useful Dark Spellcaster type.)

N: Final Duel - Malik Ishtal
G: Male
L: 'Possessed' White Haired guy, with a golden staff/rod
C: Various (Very strong cards + God Card - Ra)
Y: Both God cards you have, White cards, Illusion cards, 'Clearance'
  Magic cards and Harpy's Feather Duster (Rarely needed, but can turn
  the tables in your favour
D: Hard-Very Hard (Or Easy if you very strong level 4 cards)
@: This is the last duel, so you don't have to 'bet' any cards, because
  you cannot use what you win. When Malik has 5 Trap cards placed in his
  'slots', use Harpy's Feather Duster, and if he uses Monster cards
  which are too powerful for your current Monster(s), use Swords of
  Revealing Light, and wait until you get the cards you need (or use
  'Clearance' Magic cards instead.)(Note: You have 2 God cards to his 1,
  this should be a simple duel.)

--------------------------------------------------------------------------

6.0 Gaming Tips

The following are just general tips which can help you to build better
decks, and to perform better in any duel.

- Always have more level 1 - 4 cards than level 5 cards, and more level 5
 cards than level 6+ cards, otherwise you will find you cannot play any
 cards directly on the field, and as a result, your opponent can attack
 your LP directly.

- Use Trap cards. Traps are one of the best ways to beat opponents with
 Monster cards that are much stronger than yours, and can also help
 deter enemies from using magic cards (such as Thunder Bolt.)

- Use Magic cards. Magic cards are also pretty useful as they can be used
 to clear the field of any unwanted monster(s) (both yours and your
 opponents.) Also, you can clear enemy Traps with cards such as the
 Harpy's Feather Duster.

- Fusion Cards are pretty useful, but are not advised to be used by
 people new to the game, as they take time to setup, and perform, and
 a backup plan is always needed should your opponent destroy a necessary
 card.

- Save, save, and save again. Saving saves a lot of stress and frustration
 should you lose a duel, and lose a good card which was 'bet'. This is
 only really essential on your first time through the game, because on
 the second and later times through, you will know how to beat each
 duelest easily, and without losing (or you could just follow this
 guide.)

- Duel, duel, and duel again. As with saving, Duelling is another essential
 thing for when you first go through the game. Not only does it give you
 more money to buy better cards with, but it gives you Duelling points
 which allow you to use these better cards, as well as an increased deck
 capacity to store these better cards with. On the second, and later
 times through the game, you can duel less, and less to make it more of
 a challenge (as this game is too simple in my opinion.)

- Elements are one of the biggest considerations to be made when making a
 deck. Remember, even a card with an Attack rating of 0 can defeat a
 card with an Attack or Defence rating higher than that (even 5000+!) so
 long as it is of an opposing element or type (see above for details)

- Defence mode is extremely useful as it can make your enemy lose LP (if
 their Attack rating is less than your card's Defence rating), and should
 your card be weaker, you do not lose any LP! (But be careful not to rely
 on this too much, as their are cards such as 'Stop Defence' which can
 stop this from working.)

**************************************************************************
Can you think of any tips or tricks which I haven't listed above?
If you have, E-Mail me your suggestions to : [email protected]
And I will review them, and if they are suitable, put them in this guide.
Please note that you will be given FULL CREDIT for your suggestion(s).
(Please mark your E-Mails with the Subject : YDM7TIPS)
Thank You.
**************************************************************************

--------------------------------------------------------------------------

7.0  Frequently Asked Questions (FAQs)

This section of the guide is concerned with what a lot of people have had
problems with, whether related or unrelated to this guide. Here I will try
and help to clear up any misconceptions people might have of or about the
game and/or events within the game.

Q: What is a 'Clearance' Magic card?
A: As it's name suggests, it is a Magic card which 'clears' the field
  (of Monster cards.) Examples include: Black Hole, Thunder Bolt, and
  the Crush Card.

**************************************************************************
If you have a question which has plagued you throughout your gaming
experience, feel free to e-mail me the question, and I will attempt to
answer it as best I can.
(Please mark your E-Mails with the Subject : YDM7FAQ)
**************************************************************************

--------------------------------------------------------------------------

8.0 Card List

Like many people, I cannot read Japanese, but after playing the Yugioh
DM games, I have come to understand what everything does, but not the
actual meanings of the words. As a result, this section of the guide will
take the most amount of time as I will have to look up every single card,
and then write them down! A long task, but if it will help both you and
me, then it's worth it. To make things easier, I won't bother writing
about the cards description, as this will take me even longer, and I do
have other things to do (after looking at the length of this guide you
probably don't think so, but I do.)
As you have come to expect with this guide, I have a format for this
section as well!

N: Name of Card
#: Card Number
!: Type (Normal, Fusion, or Ritual)
L: Card Level
A: Card Attack Rating
D: Card Defence Rating
T: Card creature type
E: Card element (if any)
C: Card cost (Duelling level and deck capacity)
S: Card cost (At the Card Shop)

-Monster Cards-

N: Blue Eyes White Dragon (Version 1)
#: 1
!: Normal (2 Sacrifices)
L: 8
A: 3000
D: 2500
T: Dragon
E: Light
C: 95
S: 380

N: Mystical Elf
#: 2
!: Normal
L: 4
A:  800
D: 2000
T: Spellcaster
E: Light
C: 319
S: 1276

N: Hitatsu-Me Giant
#: 3
!: Normal
L: 4
A: 1200
D: 1000
T: Beast Warrior
E: Earth
C: 121
S: ?

N: Baby Dragon
#: 4
!: Normal
L: 3
A: 1200
D:  700
T: Dragon
E: Earth
C: 121
S: 484

N: Ryu-Kishin
#: 5
!: Normal
L: 3
A: 1000
D:  500
T: Fiend
E: Dark
C: 87
S: 346

N: Feral Imp
#: 6
!: Normal
L: 4
A: 1300
D: 1400
T: Fiend
E: Dark
C: 161
S: 641

N: Winged Dragon, Guardian of the Fortress #1
#: 7
!: Normal
L: 4
A: 1400
D: 1200
T: Dragon
E: Dark
C: 161
S: 636

N: Mushroom Man
#: 8
!: Normal
L: 2
A:  800
D:  600
T: Plant
E: Forest
C: 59
S: 236

N: Hellbound
#: 9
!: Normal
L: 1
A:  500
D:  200
T: Zombie
E: Black
C: 29
S: 116

N: Blackland Fire Dragon
#: 10
!: Normal
L: 4
A: 1500
D:  800
T: Dragon
E: Black
C: 183
S: 729

N: ?Sword Arm of the Dragon?
#: 11
!: Normal (1 Sacrifice)
L: 6
A: 1750
D: 2030
T: ?Dinosaur?
E: ?Earth?
C: 95
S: 380

N: ?Larva Guard?
#: 12
!: Normal (1 Sacrifice)
L: 5
A: 1800
D: 1500
T: ?Warrior?
E: ?Black?
C: 41

N: Tyhone
#: 13
!: Normal
L: 4
A: 1200
D: 1400
T: ?Winged Beast?
E: Wind
C: 161

N: Battle Steer
#: 14
!: Normal (1 Sacrifice)
L: 5
A: 1800
D: 1300
T: Beast Warrior
E: ?Dark?
C: 41

N: Flame Swordsman
#: 15
!: Normal (1 Sacrifice)
L: 5
A: 1800
D: 1600
T: Warrior
E: Fire
C: 41

N: Time Wizard
#: 16
!: Normal
L: 2
A:  500
D:  400
T: Spellcaster
E: ?Illusion?
C: 29

N: Right Leg of the Forbidden One
#: 17
!: Normal (Effect - When completed)
L: 1
A:  200
D:  300
T: Spellcaster
E: ?Black?
C: 66

N: Left Leg of the Forbidden One
#: 18
!: Normal (Effect - When completed)
L: 1
A:  200
D:  300
T: Spellcaster
E: ?Black?
C: 66

N: Right Arm of the Forbidden One
#: 19
!: Normal (Effect - When completed)
L: 1
A:  200
D:  300
T: Spellcaster
E: ?Black?
C: 66

N: Left Arm of Exodia Forbidden One
#: 20
!: Normal (Effect - When completed)
L: 1
A:  200
D:  300
T: Spellcaster
E: ?Black?
C: 66

N: Exodia the Forbidden One (Main Body)
#: 20
!: Normal (Effect - When completed)
L: 3
A: 1000
D: 1000
T: Spellcaster
E: ?Black?
C: 137

N: Summoned Skull
#: 22
!: Normal (1 Sacrifice)
L: 6
A: 2500
D: 1200
T: ?Dark Warrior?
E: ?Dark?
C: 279

N: The Wicked Worm Beast
#: 23
!: Normal
L: 3
A: 1400
D:  700
T: Beast
E: Earth
C: 161

N: Skull Servant
#: 24
!: Normal
L: 1
A:  300
D:  200
T: ?Zombie?Warrior?
E: ?Dark?Fire?
C: 16

N: Battle Ox
#: 26
!: Normal
L: 4
A: 1700
D: 1000
T: Beast Warrior
E: Forest
C: 233

N: Beaver Warrior
#: 27
!: Normal
L: 4
A: 1200
D: 1500
T: Beast Warrior
E: Forest
C: 183

N: ?Stone Golemn?
#: 28
!: Normal
L: 3
A:  800
D: 1200
T: Rock
E: Earth
C: 121

N: ?Skeleton Warrior?
#: 30
!: Normal
L: 3
A: 1200
D:  900
T: ?Zombie?
E: ?Illusion?
C: 121

N: ?Two Headed King Rex?
#: 32
!: Normal
L: 4
A: 1600
D: 1200
T: Dinosaur
E: Earth
C: 207

N: ?Judge Man?
#: 33
!: Normal (1 Sacrifice)
L: 6
A: 2200
D: 1500
T: Warrior
E: ?White?
C: 150

N: Dark Magician
#: 35
!: Normal (2 Sacrifices)
L: 7
A: 2500
D: 2100
T: Spellcaster
E: ?Black?
C: 20

N: ?Snake Hair?
#: 36
!: Normal
L: 4
A: 1500
D: 1200
T: ?Zombie?
E: ?Illusion?
C: 183

N: Gaia the Dragon Champion
#: 37
!: Normal (2 Sacrifices)
L: 7
A: 2600
D: 2100
T: Dragon
E: Wind
C: 30

N: Gaia the Fierce Knight
#: 38
!: Normal (2 Sacrifices)
L: 7
A: 2300
D: 2100
T: Warrior
E: Black
C: 6

N: Curse of Dragon
#: 39
!: Normal (1 Sacrifice)
L: 5
A: 2000
D: 1500
T: Dragon
E: ?Wind?
C: 86

N: Dragon Piper
#: 40
!: Normal
L: 3
A:  200
D: 1800
T: ?Evil?
E: Fire
C: 260

N: Celtic Guardian
#: 41
!: Normal
L: 4
A: 1400
D: 1200
T: Warrior
E: White
C: 161

N: ?Faceless Mage?
#: 42
!: Normal (1 Sacrifice)
L: 5
A: 1200
D: 2200
T: Spellcaster
E: Illusion
C: 150

N: ?Upside Down Female Mage?
#: 44
!: Normal
L: 4
A: 1600
D: 1000
T: Spellcaster
E: Light
C: 207

N: ?Electric Bug Champion?
#: 45
!: Normal
L: 3
A: 1000
D:  500
T: Thunder
E: Thunder
C: 87

N: ?Pink Hippo thing?
#: 46
!: Normal
L: 4
A: 1200
D: 1500
T: Beast
E: Forest
C: 183

N: ?Green 3 horned thing?
#: 47
!: Normal
L: 3
A: 1200
D:  600
T: Beast
E: Earth
C: 121

N: ?3 Eyed clawed thing - Furby?
#: 48
!: Normal
L: 3
A: 1000
D:  600
T: ?Dark Warrior?
E: ?Evil?
C: 87

N: Big Insect
#: 49
!: Normal
L: 4
A: 1200
D: 1500
T: Insect
E: Forest
C: 183

N: Basic Insect
#: 50
!: Normal
L: 2
A:  500
D:  700
T: Insect
E: Forest
C: 47

N: Armoured Lizard
#: 51
!: Normal
L: 4
A: 1500
D: 1200
T: Reptile
E: Water
C: 183

N: ?Great Sting Wasp?
#: 53
!: Normal
L: 4
A: 1200
D: 1000
T: ?Insect?
E: Forest
C: 121

N: ?Curled up Beetle thing?
#: 54
!: Normal
L: 4
A: 1200
D: 1400
T: ?Bug/Insect?
E: Forest
C: 161

N: Giant Flea
#: 55
!: Normal
L: 4
A: 1500
D: 1200
T: ?Bug?
E: Forest
C: 183

N: ?Caterpillar thing with big 'fangs'?
#: 56
!: Normal
L: 2
A:  500
D:  400
T: ?Bug?
E: Forest
C: 255

N: Mammoth Graveyard
#: 59
!: Normal
L: 3
A: 1200
D:  800
T: Dinosaur
E: Black
C: 121

N: ?Great white shark punch thing?
#: 60
!: Normal
L: 4
A: 1600
D:  800
T: Fish
E: Water
C: 207

N: Silver Fang
#: 61
!: Normal
L: 3
A: 1200
D:  800
T: Beast
E: Forest
C: 121

N: Harpy Lady
#: 62
!: Normal
L: 4
A: 1300
D: 1400
T: ?Bird?
E: Wind
C: 161

N: ?Battle Lion with Axe?
#: 64
!: Normal
L: 4
A: 1300
D: 1100
T: Beast Warrior
E: Forest
C: 140

N: Perfectly Ultimate Moth
#: 67
!: Normal (2 Sacrifices)
L: 8
A: 3500
D: 3000
T: Bug
E: Forest
C: 255

N: ?Squid Thing?
#: 70
!: Normal
L: 4
A: 1200
D: 1400
T: Water
E: Water
C: 161

N: ?Seaserpent thing?
#: 73
!: Normal (1 Sacrifice)
L: 5
A: 1800
D: 1500
T: Seaserpent
E: Water
C: 41

N: Giant Soldier of Stone
#: 74
!: Normal
L: 3
A: 1300
D: 2000
T: Rock
E: Earth
C: 319

N: ?Evil Man Eating Plant thing + thorns?
#: 75
!: Normal
L: 2
A:  800
D:  600
T: Plant
E: Black
C: 59

N: ?Alligator evil look thing?
#: 76
!: Normal
L: 4
A: 1100
D: 1200
T: Reptile
E: Water
C: 121

N: ?2 Horned big dinosaur?
#: 79
!: Normal (1 Sacrifice)
L: 6
A: 1800
D: 2000
T: Dinosaur
E: Earth
C: 86

N: ?Black dragon with blue glow?
#: 81
!: Normal
L: 4
A: 1600
D: 1200
T: Dinosaur
E: Evil
C: 207

N: Red-Eyes Black Dragon
#: 82
!: Normal (2 Sacrifices)
L: 7
A: 2400
D: 2000
T: Dragon
E: Evil
C: 12

N: Reaper of the Cards
#: 84
!: Normal (1 Sacrifice)
L: 5
A: 1800
D: 2000
T: ?Dark Warrior?
E: Evil
C: 86

N: ?Yellowish, roboty dragon thing?
#: 87
!: Normal (1 Sacrifice)
L: 5
A: 2100
D: 1900
T: ?Dark Warrior?
E: Black
C: 116

N: Iron Heart
#: 124
!: Normal (1 Sacrifice)
L: 5
A: 1700
D: 1400
T: Machine
E: Dark
C: 25

N: 13th Buried Person
#: 132
!: Normal
L: 3
A: 1200
D:  900
T: Zombie
E: Dark
C: 121

N: Raimundos
#: 151
!: Normal
L: 4
A: 1200
D: 1300
T: Warrior
E: Water
C: 140

N: Demon Brain
#: 162
!: Normal
L: 3
A: 1250
D:  800
T: Fiend
E: Dark
C: 130

N: Armaill
#: 172
!: Normal
L: 3
A:  700
D: 1300
T: Warrior
E: Fire
C: 140

N: Aqua Madol (Water Mage)
#: 213
!: Normal
L: 4
A: 1200
D: 2000
T: Spellcaster
E: Water
C: 319

N: Black Skull Dragon
#: 217
!: Normal (2 Sacrifices)
L: 9
A: 3200
D: 2500
T: Dragon
E: ?Dark?
C: 5

N: Small Swordsman of Aile
#: 262
!: Normal
L: 3
A:  800
D: 1300
T: Warrior
E: Water
C: 140

N: Unknown Warrior of Fiend
#: 267
!: Normal
L: 3
A: 1000
D:  500
T: Warrior
E: Dark (Black)
C: 87

N: Three Legged Zombie
#: 359
!: Normal
L: 3
A: 1100
D:  800
T: Zombie
E: Dark (Black)
C: 103

N: Blue Eyes Ultimate White Dragon
#: 380
!: Ritual (Ultimate Dragon Ritual)
L: 12
A: 4500
D: 3800
T: Dragon
E: ?Light?
C: 255

N: Aqua Dragon
#: 442
!: Normal (1 Sacrifice)
L: 6
A: 2250
D: 1900
T: Sea Serpent
E: Water
C: 168

N: Aqua Snake
#: 446
!: Normal
L: 3
A: 1050
D:  900
T: Aqua
E: Water
C: 95

N: Ancient Water Turtle
#: 449
!: Normal (1 Sacrifice)
L: 5
A: 1250
D: 2100
T: Aqua
E: Water
C: 116

N: Demon Scout
#: 611
!: Normal
L: 2
A:  650
D:  500
T: Fiend
E: Dark
C: 42

N: Armoured Starfish
#: 615
!: Normal
L: 4
A:  850
D: 1400
T: Aqua
E: Water
C: 161

N: Black Meteor Dragon
#: 713
!: Normal (2 Sacrifices)
L: 8
A: 3500
D: 2000
T: Dragon
E: Fire
C: 229

N: Cursed Red Shoe
#: 776
!: Normal
L: 2
A:  500
D:  300
T: Fiend
E: Dark
C: 29

N: UFO Turtle
#: 817
!: Normal
L: 4
A: 1400
D: 1200
T: Machine
E: Fire
C: 161

N: Pit Spirit
#: 859
!: Normal
L: 4
A:  500
D: 2000
T: Fiend
E: Earth
C: 319


*Continued in version 1.3*


-Magic Cards-

See the '2.4 Magic, Trap, and Equipment Cards' section

-Trap Cards-

See the '2.4 Magic, Trap, and Equipment Cards' section

-Equipment Cards-

See the '2.4 Magic, Trap, and Equipment Cards' section

-Field Cards-

See the '2.4 Magic, Trap, and Equipment Cards' section

--------------------------------------------------------------------------

9.0 Card Machine Passwords

The following are the 8-digit passwords for the card machine:

Name of Card                            Password

Armoured Lizard                         15480588
Baby Dragon                             88819587
Basic Insect                            89091579
Battle Ox                           05053103
Battle Steer                            18246479
Beaver Warrior                          32452818
Big Insect                          53606874
Black Meteor Dragon                     90660762
Black Skull Dragon                      11901678
Blackland Fire Dragon                   87564352
Blue Eyes White Dragon                  89631139
Blues Eyes Ultimate White Dragon        23995346
Celtic Guardian                     91152256
Curse of Dragon                     28279543
Dark Magician                           46986414
Dragon Piper                            55763552
Exodia Of Forbidden                     33396948
Faceless Mage                           28546905
Feral Imp                           41392891
Flame Swordsman                     45231177
Gaia The Dragon Champion                66889139
Gaia The Fierce Knight                  06368038
Gate Guardian                           25833572
Giant Flea                          41762634
Gokibore                            15367030
Great Moth                          14141448
Great White                             13429800
Griffore                            53829412
Harpie Lady                             76812113
Hercules Beetle                     52584282
Hitotsu-Me Giant                    76184692
Horn Imp                            69669405
Judge Man                           30113682
Karbonala Warrior                   54541900
Killer Needle                           88979991
Koumori Dragon                          67724379
Kuriboh                             40640057
Larvae Moth                             87756343
Left Arm Of Forbidden                   07902349
Left Leg Of Forbidden                   44519536
Mammoth Graveyard                       40374923
Millennium Golem                    47986555
Mountain Warrior                    04931562
Mushroom Man                            14181608
Mystical Elf                            15025844
Oscillo Hero #2                     27324313
Perfectly Ultimate Moth                 48579379
Red-Eyes Black Dragon                   74677422
Red-Eyes Black Metal Dragon             64335804
Right Arm Of Forbidden                  70903634
Right Leg Of Forbidden                  08124921
Rock Ogre Grotto #1                     68846917
Rogue Doll                          91939608
Ryu-Kishin                          15303296
Saggi the Dark Clown                    66602787
Sangan                                  26202165
Serpent Night Dragon                    66516792
Shadow Spectre                          40575313
Skull Servant                           32274490
Summoned Skull                          70781052
Swamp Battleguard                       40453765
Sword Arm Of Dragon                     13069066
The Snake Hair                          29491031
The Wicked Worm Below                   06285791
Time Wizard                             71625222
Torike                                  80813021
Tri-Horned Dragon                       39111158
Two-headed King Reaper                  94119974
Tyhone                                  72842870
Winged Dragon                           87796900
Winged Dragon #2                    57405307
Wolf                                49417509
Zombie Warrior                          31339260
Increase Deck Capacity by 100       98025229
(This is a one use code)

(Note: These codes only 'unlock' their specific card, they DO NOT give
you that card, you have to buy it from the shop owner (behind the
counter in the Cards Shop - next to this card machine.)

-------------------------------------------------------------------------

10.0 Final Notes

I hope you've enjoyed reading this guide, and I also hope that you've
found the answers you were looking for, even learnt something you didn't
know before. If you have then this guide was worth writing, and the hours
of effort was worth it.
If you have any suggestions on how I could improve this guide, or general
improvements for any future guide, please E-Mail me them and I will
get round to doing them (Please do not send any negative comments, if
you didn't like the guide then fine, you are entitled to your own opinion
and I can't change your mind, so just don't send any comments.)

*Contributions*
I am very interested in receiving any advice or additions which you can
offer to this guide. If you submit something you will be given FULL credit
for your contribution, and if you want, you may also request for a link
to your guide(s) so long as your advice is relevant to this guide.
(Please mark your E-Mails with the subject : "YDM7CON")
Thank You.

Look out for future guides from me and my staff!
These include, but are not limited to::

- (PSX) Breath of Fire 4
- (PSX) Final Fantasy 6
- (PSX) Final Fantasy 7
- (PSX) Final Fantasy 8
- (PSX) Final Fantasy 9
- (PS2) Final Fantasy 10
- (PS2) Final Fantasy 11
- (PS2) Summoner
- (PS2) Summoner 2
- (PS2) GTA 3
- (PS2) GTA 3 : Vice City
- (PS2) GT 3 A-Spec
- (PS2) GT 4
- (PS2) WWE : Shut Your Mouth
- (PC)  Freespace 2
- (PC)  Red Alert 2
- (PC)  Imperium Galactica 2 : Alliances
- (PC)  Homeworld
- (PC)  Homeworld : Cataclysm
- (GBA) Golden Sun
- (GBA) Golden Sun 2
- (GBA) Pokemon Ruby
- (GBA) Pokemon Sapphire
- (GBA) Yugioh Duel Monsters 5 Expert 1
- (GBA) Yugioh Duel Monsters 6 Expert 2

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11.0 Credits and Acknowledgments

This part of the guide is dedicated to crediting and acknowledging the
people (which is giving away by the title) who have contributed their
advice, knowledge and/or services to producing and supporting this
guide. To these people all I can say is, thank you, and hopefully I
will be able to help you in your guides, or something like that :)
And now, without further ado (drum role please) I present to you the
people who made this guide happen:

- Konami for creating this game in the first place
- www.GameFaqs.com for hosting this guide
- www.Cardhaus.com for some of the card translations
- www.yugioh-dungeon.com for most of the card translations
- *Reserved for any contributors*
- And YOU for actually taking the time to read this guide

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12.0 Links (AKA Shameless plugs)

www.GameFaqs.com
Huge collection of FAQs and guides for nearly every game you can think of,
and even more than that!

www.Gamewinners.com
A site similar to Gamefaqs.com, but concentrates more on codes than FAQs
(Whether Gameshark, Gamegenie, or internal passwords), this site has
them all.

www.Cardhaus.com
Thinking of buying Yugioh cards, or any other type of card/board game?
Then this is the site for you.

www.Yugioh-dungeon.com
A large site with loads of information about the Yugioh Anime series,
Yugioh games, and the gameplay in general. It also has a Card Shop
section, well worth a look.

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13.0 Copyright

This guide is copyright 2002 DracoLord.
(c) 2002 DracoLord
All rights reserved.

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