===================================================================
Bonus Cards: 3
===================================================================
- Teva 5 Star
Atk: 2000 Def: 1500
Warrior/Effect
When this card is Tribute Summoned Successfully, your opponent
cannot declare an attack during his/her next turn.
- Abyss Soldier 4 Star
Atk: 1800 Def: 1300
Aqua/Effect
Discard 1 WATER monster from you hand to the Graveyard. Return 1
card on the field to the owner's hand. You can only use this
effect
once per turn, during you main phase
- Inferno Hammer 6 Star
Atk: 2400 Def: 0
Fiend/Effect
When this card destroys your opponent's monster and sends it to
the Graveyard as a result of battle, you can select 1 face-up
monster on your opponent's side of the field and flip it into
face down defense position
===================================================================
Version History
===================================================================
Version 0.25 This is my first FAQ so I apologize if anything is
wrong. I will include the menu and the basics in this
version.
11/25/04
Version 0.50 In this, the walk thru was started. Card List started
and completed. As well as what attribute beats what was
added.
11/27/04
Version 0.75 Started working on the SPA not completed. Area 3-4
completed.
11/28/04
Version 1.00 Area 5 Complete. Started and completed the Fusions and
Evo's.
Area 1 and 2 to come later. Updated some of the Spa's.
12/02/04
Version 1.25 Area 1-5 and Entrance hall both complete.
===================================================================
Table of Contents
===================================================================
1. Main Menu
1a. Campaign Mode
1b. Free Battle Mode
1c. Versus Mode
1d. Configuration
1e. Load
2. Controls
3. Entrance Hall Menu
4. Walkthrough
5. Card List
6. Rare Cards
7. Fusion List
8. Evolution List
9. Tips / Secrets
===================================================================
Main Menu
===================================================================
1a. Campaign Mode
- Defeat your opponent's to advance through the stages at
the Capsule Monster Coliseum in this single-player mode.
Select this mode if you are playing the game from the
beginning.
1b. Free Battle Mode
- In this mode, you can freely choose to battle opponents
that you have already defeated in Campaign Mode.
1c. Versus Mode
- This mode is for two-player battles. Use your monsters to
fight your opponent.
1d. Configuration
- Change game settings
1e. Load
- Begin the game from a save point in Campaign Mode
Directional Button: Select Category Move Cursor
Left Analog Stick: Select Category Move Cursor
Right Analog Stick: - View Area
X Button: Enter Enter/Display
Circle Button: Cancel Cancel
Triangle Button: Show Stage Details/ Change View
Show Monster Status
Square Button: Sort Show Attribute info
L1: Turn Page Select piece that
can move
L2: - Rotate view right
R1: Turn Page Select piece that
can move
R2: - Rotate View Left
START: Start Game Turn grid ON/Off
Once you have selected Campaign Mode it will take you to the
Entrance Hall. Once there you will construct decks, purchase
monsters, and save the game. If this is your first time playing you
will be asked to choose your symbol which will represent 1 of the 8
Attributes. You will also register you game name. You also need to
create the base design and color which your symbol will sit on.
Remember that whichever attribute u choose will affect your game
play either good or bad. After u have completed that u can assign
points to your symbol to have starting parameters for your symbol.
You have 3 parameters to consider, Mp, Ap, and Pp. Mp is your
monster points this allows you to purchase monsters. Ap is your
action points which is the starting point of what u can summon to
the field. NOTE: Make sure u have enough ap to summon a monster if
not then you must wait till your next turn. PP is your power points
for your symbol. The pp represents the defense of you symbol once
your pp of your symbol reaches 0 then the match is automatically
over even if u still have monsters on the field. Now lets get to the
what this FAQ is all about. Once in the entrance hall you can manage
monsters, shop for new ones, save, or play with the configuration.
First, you need to make sure you have all the monsters in you
capsule deck that you wish to battle with. The ones u do not use or
wish to battle with stays in the capsule stock. Once you have chosen
the ones u want to use it's off to save. Since you have played a
duel yet you probably can't buy anything yet so save. Once u save
hit the circle button to be taken to the Coliseum. You can only do
one area at a time so click on area 1. Your first opponent will be
Joey. He uses 4 Fire Reapers so eitheruse Water monsters or just use
any monster other than wood since Fire has the advantage over wood.
Area 1 and 5 you must duel in the order given but 2, 3, and 4 u have
a choice of who you battle first and so on. Once you select which
stage u wish to duel some dialog will come up with your opponent
saying he/she will have a friendly duel or wants to kick your butt
HAHA. Then u will chose 1 of 8 cards face down and so will your
opponent who has the highest number gets to choose who goes first.
After that you choose you monster that you wish you batter with this
duel. Now at the top of the screen on the left u will notice a bar
that says MP ======== 400/400 u can only summon monsters until that
400 reaches 0 or u have reached the limit for that stage. On the top
right u will notice 0/6 this means u can summon up to 6 but don't
have to summon all 6. After you have picked your monsters then u
position them. The section in blue is yours and the pink is your
opponent's. You may choose either side of the mat as long as you are
the second one to go. If u chose to go first then u are stuck with
the side they give you. If u chose to go first then u may summon
monsters but u can only summon monsters if you have enough ap if not
u must wait till your following turn. Each time u summon a monster
your ap will go up to till it reaches a maximum number set by the
stage. Once you are done or cannot move any more pieces it will ask
u if u wish to end you turn. If not then just go to an unoccupied
space and hit x for a list of options. Then your opponent does the
same thing u just did. Then he/she ends the turn. To win either
destroy all of your opponent's monsters or destroy his/her symbol.
NOTE: if you destroy the symbol u get 100 exp. Points Sometimes
lower than 100 for 100 75% of the time.
NOTE: Make sure to take into account that your symbol affects all
the
Monsters u summon to the field. So your symbol may increase
the power of your monsters, decrease it or just stay the same.
Just like the field, It does the same. The map can affect your
monsters as well. When u go to move your monster pick a spot
and it will pop up showing a rise or decrease in atk and def
or may not affect it at all. Make sure u watch for changes in
certain areas like day to nite or shine to rain etc. . .
NOTE: When a monster is destroyed it cannot be use again until 1
duel after it was destroyed.
===================================================================
Entrance Hall Menu
===================================================================
Manage Monsters
Arrange your monsters and check their status. You also build ur
deck here and can check your collection.
Shop
This is where u buy new monsters. After each area check back for
new monsters will be there. Plus check back ever 3 duels for new
monsters as well.
Save
This is where u save your game.
Configuration
Change your game settings here.
Return to Title Screen
Use this function to return to the Title Screen.
Pleast take these into account. If u do not understand how the
attribute system works then u will surely fall to your opponent.
Light > Dark Water > Fire
Dark > Earth Fire > Wood
Earth > Thunder Wood > Wind
Thunder > Light Wind > Water
Mp = this is how many points u have at the beginning of the duel
in order to choose which monsters u wanna take into the duel.
You can't exceed this limit though.
Md = this is how many monsters u can deploy to the battle. You can't
deploy more than this number. You can deploy less than the
number.
======
AREA 1
======
This area requires u to duel in a given order so be careful.
Joey Wheeler: Mp -> 270 Md -> 6
Symbol: Fire
Arena: Forgotten Capital
Monsters: 4 Fire (4x Fire Reapers)
To Win: To win this duel use either Water monsters or any
other monsters except for wood since he would have
an advantage over wood. Water monsters help greatly
here since after a few turns the arena fills with a
little water. Then a few more turns later it fills
some more but after so many turns the water will
drain. So use the turns wisely to your advantage.
Fire + Water + Wood -
To Win: Just work you way around but be warned some spots
give damage if your not wood type. Make sure to not
leave a monster by itself or it will get trapped and
destroyed. If u want to have somewhat a good
advantage either dark or fire monsters. But not a
must u may use any combination you choose.
Fire + Wood + Wind -
Duke Devlin: Mp -> 300 Md -> 6
Symbol: Dark
Arena: Electric Cage
Monsters: 3 dark ( 3x Kuriboh)
2 thunder ( 2x Steel Scorpion)
To Win: Just place ur pieces carefully.
Dark + Light + Earth -
Tea Gardner: Mp -> 300 Md -> 7
Symbol: Water
Arena: Sacred Street
Monsters: 3 light ( 2x Happy Lover, Skelengal)
2 wood ( 2x Petit Moth)
1 water ( Root Water)
To Win: Same as the last state just place them carefully.
Water + Wind + Fire -
Grandpa Moto: Mp -> 350 Md -> 7
Symbol: Earth
Arena: Challengers
Monsters: 3 wood ( 2x Petit Moth, Cockroach Knight)
2 dark ( Kuriboh, Right Arm of Exodia)
To Win: Be care the floor rotates between fire and wood:)
Dark + Earth + Thunder -
======
AREA 2
======
This is a free run area meaning u choose who u battle in what order
u wish.
Weevil Underwood Mp -> 500 Md -> 6
Symbol: Wood
Arena: Ancient Forest of Origin
Monsters: 3 wood ( Larvae Moth, Petit Moth, Cockroach
Knight)
1 thunder ( Shovel Crusher)
1 water ( Root Water)
To Win: An ancient, aged forest. Use the unpredictable
Weather To your advantage to win. Wood + Fire +
Wind -
To Win: Watch out for certain floor spots where any monster
will take thunder damage except for thunder
monsters. Make every move you make count and u will
win. Make Sure u do not get cornered on here or it
can get hard. Thunder + Light - Earth +
Mai Valentine
Symbol: Wind
Arena: Valley of Howling Winds
Monsters: 3 fire (Mechanical Snail, Flame Manipulator, Jigen
Bakudan)
4 wind (One Eyed Shield Dragon, Wicked Dragon of the
Ersatz Head, 2x Harpie Lady)
To Win: Take in account this arena gets a wind field power
Bonus after a few turns. Then a few turns later it
gets more of a boost then slows down later. Watch
your steps to assure victory. She likes to use a lot
of monsters with a 3 or 4 + movement. Wind + Water -
Wood +
Rex Raptor
Symbol: Earth
Arena: Tomb of Ancient Kings
Monsters: 3 earth (Torike, Larvas, Two Headed King Rex)
2 thunder (Steel Scorpion, Shovel Crusher)
2 dark (2x Kuriboh)
To Win: Just watch your moves, proceed with caution and win.
One note though, the liquid that's in the middle
that looks like a river is actually a gas river.
All monsters except earth take damage here so be
Warned. Earth + Thunder - Dark +
Mako Tsunami
Symbol: Water
Arena: Sea of Miracles
Monsters: 3 water (Fiend Kraken, Physic Kappa, Root Water)
2 light (2x Happy Lover)
1 earth (Torike)
To Win: Mako uses a water field so be careful. A ship will
rise shorty after you start. Place your monsters
right and you shall obtain victory. Water + Fire -
Wind +
======
AREA 3
======
This is a free run area meaning u choose who u battle in what order
u wish.
Bakura Mp -> 680 Md -> 7
Symbol: Dark
Arena: Moonlit Cherry Blossoms
Monsters: 3 dark ( 2x Kuriboh, Feral Imp)
1 wood ( Queen of Autumn Leaves)
1 earth ( Larvas)
1 wind (Winged Dragon-Guardian of the Fortress #1)
To Win: There are a few places to fight on this map,
so making crucial moves to favorable positions
quickly is key for victory. Light + Earth - Dark +
To win: A room made of stange cubes. Certain spots on the
field have an attribute symbol on them for a boost
of that attribute. Be careful to not lower a
monsters stats by landing on the wrong cube that may
be weak to that attribute. Light + Earth - Dark +
Odion Mp -> 750 Md -> 8
Symbol: Earth
Arena: Burning Earth
Monsters: 5 earth ( 2x Hitotsu-me-giant, 2x Statue of Easter
Island, Rock Orge Grotto #1)
1 light ( Skelengal)
1 fire ( Fire Reaper)
To Win: The key to victory is to understand how the traps
are Arranged on the map. The main trap is that is
kind a close range battle. Dark + Thunder - Earth +
Maximillion Pegasus Mp -> 800 Md -> 7
Symbol: Light
Arena: Imperfect Paradise
Monsters: 2 light ( Lucky Trinket, Roguedoll)
2 wood ( Ancient Tree of Enlightenment, Green
Phantom King)
1 water ( Penguin Soldier)
1 earth ( Haniwa)
To Win: Pieces from all sides are close together on this map
Strategic monster placement and summon order are
Vital For victory. The middle spot where the
fountain is Would be a good place to stand for your
attacks. Thunder + Dark - Light +
To Win: You must split up you positions, and the distances
to enemy units are short. Place pieces carefully.
also your symbol starts in the middle so get it to
safety. Dark - Thunder + Light +
Yami Bakura Mp -> 800 Md -> 8
Symbol: Dark
Arena: Wicked Ceremonial Site
Monsters: 4 dark ( Pumpking-the King of Ghosts, Feral Imp,
Tri-Horned Dragon, Needle Ball)
3 thunder ( Bolt Penguin, LaLa Li-oon, Mega
Thunderball)
To Win: Study the map to determine the optimal route to
advance your army, and the best places to engage in
battle. The center skull will light up after a few
turns giving dark a boost. Light + Dark + Earth -
Yami Marik Mp -> 900 Md -> 7
Symbol: Wind
Arena: Corridors of Madness
Monsters: 3 wind ( Twin Headed Behemoth, Winged Dragon-
Guardian of the Fortress #2, Wicked
Dragon with the Ersatz Head)
2 fire ( Blast Juggler, Megasonic Eye)
1 dark ( Ryu-Kishin)
1 thunder ( Two Mouth Darkruler)
To Win: When a piece lands on a space, the corresponding
ground on the opposite side will sink. If you land
on a sinked space you will take damage of about 50
I think. Wood + Wind + Water -
To Win: Key to victory here is to understand how the traps
are arranged on the map. Wood + Wind + Water -
Seto Kaiba Mp -> 850 Md -> 8
Symbol: Light
Arena: City of Redemption
Monsters: 4 light ( 2x Skelengal, Gyakutenno Megami, Blue
Eyes White Dragon)
2 earth ( Battle Ox, Mystic Horseman)
1 fire ( Megasonic Eye)
To Win: Study the map to determine the optimal route to
advance your army, and the best places to engage
in battle.
======
AREA 5
======
This area requires u to duel in a given order so be careful.
Maximillion Pegasus Mp -> 950 Md -> 9
Symbol: Light
Arena: Shrine of Chaos
Monsters: 3 light ( Carot Idol, Magician of Faith, Lucky
Trinket)
2 water ( White Dolphin, Jellyfish)
2 thunder ( 2x Oscillo Hero #2)
1 wood ( Arsenal Bug)
1 dark ( Illusionist Faceless Mage)
NOTE: Pegasus has two different sets of monsters. In area 3 u get
one set. But when u face him here make sure u win the card select
and then choose to go second. Then choose the side he would normally
choose and u get his second set. This is the only way to get
(Oscillo Hero #2, Arsenal Bug, Jelly Fish, and Illusionist Faceless
Mage.)
To Win: The attribute of the ground changes depending on
which emblem the symbol lands on. Use this to your
advantage. Light + Thunder + Dark -
To Win: Study the map and place your monsters carefully.
Light + Thunder + Dark -
Yami Marik Mp -> 900 Md -> 8
Symbol: Fire
Arena: Fire Mountain
Monsters: 4 fire ( 2x Firegrass, Crimson Sunbird, Molten
Behemoth)
2 earth ( Mega Zowler, Crawling Dragon)
1 wind ( Twin Headed Behemoth)
To Win: Place monsters carefully. After a few turns the
volcano explodes and a lava put appears causing
damage to all pieces but fire pieces that touch it.
A few turns later it rains and reduces the damage.
Be careful. Water + Fire + Wood -
Shadi Mp -> 999 Md -> 8
Symbol: Dark
Arena: Sealed Sanctuary
Monsters: 4 dark ( Kuriboh, Needle Ball, Ushi Oni, Terra
the Terrible)
2 thunder ( Mega Thunderball, Thunder Dragon)
1 fire ( Tyhone #2)
To Win: All attributes are here. Beware the dragon which
randomly damages a specific attribute.
Dark + Light + Earth -
Seto Kaiba Mp -> ~ Md -> 10
Symbol: Light
Arena: Aerial Palace
Monsters: 3 light ( 2x Blue Eyes White Dragon, Skull
Guardian)
2 water ( Grappler, Suijen)
2 fire ( Meteor B. Dragon, La Jinn the Mystical
Genie of the Lamp)
1 wind ( Lesser Dragon)
1 earth ( Destroyer Golem)
To Win: A 50+ spot for every attribute is here.
It turns from light to dark. For a 50+ dark Wait
till it turns nite. Light + Thunder + Dark -
===================================================================
Card List
===================================================================
Monster card List = 200 Cards
==========
LIGHT 24
==========
1. Happy Lover
Spa: Heart Beam (Lvl 2)
3 use SPA AP 80
heal for 30 pp one monsters
2. Skelengel
3. Magician of Faith
Spa: Breath of Light (lvl 1)
3 use Spa ap 80
Changes the map Attribute Effect Rate Affecting the target to
0% Last 1 turn.
4. Time Wizard
5. Prisman
6. Genin
Spa: Place of Light (Lvl 3)
3 use SPA Ap 75
Raise light attribute by 10% last 1 turn
7. LaMoon
8. Dark Witch
9. Lucky trinket
10. Seiyaryu
11. Petit Angel
Spa: Place of Light (Lvl 3)
3 use Spa AP 200
raise light attribute by 15% last 2 turns
12. Fairy's Gift
13. Rogue Doll
14. Fiend Reflection #2
Spa: Shine of Dark (lv 2)
2 use spa ap 180
Increase DF of target 20% last 1 turns
15. Ocubeam
16. Giltia the D. Knight-win game
17. Mystical Elf
18. Luminous Soldier
19. Skull Guardian
Spa: Impenetrable Charm (Lvl 2)
2 use spa Ap 220 510
increase own DF by 40 last 1 turn
20. Gyakutenno Megami
21. Blue-Eyes White Dragon
Spa: White Lightning (Lvl 2)
1 use Spa Ap 200
Damage all enemies in range
22. Shining Friendship
Spa: Friends again
2 use spa ap 400
Helps all pieces within effect range, both friend and foe,
recover 80pp
23. Carat Idol
24. Blue-Eyes Ultimate Dragon
Spa: Neutron blast attack(lv1)
1 use Spa Ap 350
damage all enemies in range
=========
DARK 28
=========
1. Kuriboh
Spa: Perfect Block (Lvl 4)
2 use spa ap 150
Neutralizes an enemy attack for 1 time only
2. Feral Imp
3. Needle Ball
Spa: Needle Shower
1 use spa ap 230
Inflicts damage on all on map friend and foe.
4. Right Leg of the Forbidden One
5. Left Leg of the Forbidden One
6. Right Arm of the Forbidden One
7. Left Arm of the Forbidden One
8. Exodia the Forbidden One
9. Ryu-kishin
10. Curse of Dragon
Spa: Dark Judgement (lvl 2)
11. Illusionist Faceless Mage
12. Terra the Terrible
13. Ryu-kishin powered
14. Pumpking the King of Ghosts
Spa: Shine of Dark (lv 2)
3 use spa ap 200
reduce the earth attribute 20% last 2 turns
15. Summoned Skull
Spa: Lightning strike (lv 3)
1 use spa ap 220
inflict damage on all enemies in range
16. Ushi Oni
17. Zoa
Spa: Metalmorph (lvl 3)
2 use spa ap 185
Increase its own def by 61 pts. Last 1 turn
18. Dark Magician Girl
Spa: Dark Burning Attack (Lvl 3)
Inflict damage on friend/foe
2 use spa ap 300
19. Tri-Horned Dragon
20. Red-Eyes B. Dragon- Win Game
21. Slot Machine
22. Barrel Dragon
Spa: Dark Contract (Lvl 3)
2 use spa ap 200
Increase AT of all friendly dark monsters within range30
23. Dark Magician
24. Metalzoa
Spa: Metalmorph (lvl 2)
2 use spa ap 250
Increases its own def by 76 pts. Lasts 2 turns.
25. Red-Eyes B. Metal Dragon
Spa: Flash flare blast (lv 3)
2 use spa ap 300
damage 1 enemy monster regardless of enemy DF
26. Magician of Black Chaos
Spa: Chaos Scepter Blast (lvl 3)
1 use spa ap 340
Inflicts damage on all enemies within range
27. Gate Guardian
28. Summoned Lord Exodia
Spa: Obliterate (lv1)
1 use spa ap 360
damage friend and foe
Win the game to get these cards at random. Note> You only get 3 each
time you beat the game so u may need to beat it multiple times to get
all the cards in the game. Unless you CHEAT!!! And use gameshark or
codebreaker. Oh yea did you know that by using gameshark u void your
warrenty with sony cuz it may delete ur dvd drivers. :)
1. Giltia the D. Knight
2. Red Eyes B. Dragon
3. Rigras Leever
4. Fortress Whale
5. Super War-Lion
6. Javelin Beetle
7. Dungeon Worm
8. Sanga of the Thunder
9. Celtic Guardian -> This one you must surrender 20+ times in area
3 and 4 then he is for sell in grandpa's shop.
10. Sinister Serpent -> Have 50+ water monsters and then it will
go up for sell at grandpa's.
11. Firewing Pegasus -> After 10+ hours of play and in area 2.
12. Crow Goblin -> Grandpa's shop 2 less than 10 wind monsters.
===================================================================
Fusion List
===================================================================
<Light>
Blue Eyes Ultimate Dragon --> Fuse 3 Blue Eyes Lvl 2 ap 650 to Fuse.
===================================================================
Copyright
===================================================================
This guide is copyrighted 2004 by DragnflameKnight
This may not be reproduced under any circumstances except for
personal or private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright. Only
Gamefaqs.com has permission to show this guide.
All trademarks and copyrights contained in this document are owned
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