===================================================================
===================================================================
YY      YY UU   UU     GGGGGGGG IIIIII     OOOOOOO HH   HH !!!!!!
 YY    YY  UU   UU     GGGGGGGG IIIIII     OOOOOOO HH   HH !!!!!!
  YY  YY   UU   UU     GG         II       OO   OO HH   HH  !!!!
    YY     UU   UU === GG         II   === OO   OO HHHHHHH  !!!!
    YY     UU   UU     GG  GGGG   II       OO   OO HHHHHHH   !!
    YY     UU   UU     GG   GG    II       OO   OO HH   HH   !!
    YY     UUUUUUU     GGGGGGGG IIIIII     OOOOOOO HH   HH   ..
    YY     UUUUUUU     GGGGGGGG IIIIII     OOOOOOO HH   HH   ..
===================================================================
                      Capsule Monster Coliseum
===================================================================

Genre-Game:   Card Battle Strategy
Console:      PS2
Players:      1 or 2
Memory Req:   277 KB

===================================================================
                          Bonus Cards:  3
===================================================================
- Teva  5 Star
   Atk: 2000 Def: 1500
   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

===================================================================
                            Controls
===================================================================

Controller              Standard Function        Function on Map

Directional Button:       Select Category        Move Cursor
Left Analog Stick:        Select Category        Move Cursor
Right Analog Stick:              -               View Area
X Button:                      Enter             Enter/Display
Circle Button:                 Cancel            Cancel
Triangle Button:         Show Stage Details/     Change View
                        Show Monster Status
Square Button:                  Sort             Show Attribute info
L1:                          Turn Page           Select piece that
                                                can move
L2:                              -               Rotate view right
R1:                          Turn Page           Select piece that
                                                can move
R2:                              -               Rotate View Left
START:                       Start Game          Turn grid ON/Off


===================================================================
                              Basics
===================================================================

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.


===================================================================
                            Walkthrough
===================================================================

Attributes

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 -

Tristan Taylor:                             Mp -> 300  Md -> 6
Symbol:         Wood
Arena:          Condemned Warehouse
Monsters:       2 wood    ( 2x Petit Moth)
               2 thunder ( Steel Scorpion, Kaminarikozou)

To Win:         Just work you way around but be warned some spots
               give damage if your not wood type. Make sure to not
               leave a monster by itself or it will get trapped and
               destroyed. If u want to have somewhat a good
               advantage either dark or fire monsters. But not a
               must u may use any combination you choose.
               Fire + Wood + Wind -

Duke Devlin:                                Mp -> 300  Md -> 6
Symbol:         Dark
Arena:          Electric Cage
Monsters:       3 dark    ( 3x Kuriboh)
               2 thunder ( 2x Steel Scorpion)

To Win:         Just place ur pieces carefully.
               Dark + Light + Earth -

Tea Gardner:                                Mp -> 300  Md -> 7
Symbol:         Water
Arena:          Sacred Street
Monsters:       3 light ( 2x Happy Lover, Skelengal)
               2 wood  ( 2x Petit Moth)
               1 water ( Root Water)

To Win:         Same as the last state just place them carefully.
               Water + Wind + Fire -

Grandpa Moto:                               Mp -> 350  Md -> 7
Symbol:         Earth
Arena:          Challengers
Monsters:       3 wood ( 2x Petit Moth, Cockroach Knight)
               2 dark ( Kuriboh, Right Arm of Exodia)

To Win:         Be care the floor rotates between fire and wood:)
               Dark + Earth + Thunder -

======
AREA 2
======

This is a free run area meaning u choose who u battle in what order
u wish.

Weevil Underwood                            Mp -> 500  Md -> 6
Symbol:         Wood
Arena:          Ancient Forest of Origin
Monsters:       3 wood    ( Larvae Moth, Petit Moth, Cockroach
                           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 -

Mokuba Kaiba                                Mp -> 620  Md -> 7
Symbol:         Thunder
Arena:          Guiding Mansion
Monsters:       4 thunder ( Shovel Crusher, Kaminarikozou, 2x Steel
                           Scorpion)
               2 wind    ( Droll Bird, Wicked Dragon with the
                           Ersatz Head)

To Win:         Watch out for certain floor spots where any monster
               will take thunder damage except for thunder
               monsters. Make every move you make count and u will
               win. Make Sure u do not get cornered on here or it
               can get hard. Thunder + Light - Earth +

Mai Valentine
Symbol:         Wind
Arena:          Valley of Howling Winds
Monsters:       3 fire (Mechanical Snail, Flame Manipulator, Jigen
                       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 +

Marik Ishtar                                Mp -> 900  Md -> 8
Symbol:         Dark
Arena:          Guru's Garden
Monsters:       4 dark:    ( 2x Ryu-Kishin, Needle Ball, Zoa)
               2 water:   ( 2x Kanikabuto)
               1 thunder: ( Bolt Penguin)

To win:         A room made of stange cubes. Certain spots on the
               field have an attribute symbol on them for a boost
               of that attribute. Be careful to not lower a
               monsters stats by landing on the wrong cube that may
               be weak to that attribute. Light + Earth - Dark +

Odion                                       Mp -> 750  Md -> 8
Symbol:         Earth
Arena:          Burning Earth
Monsters:       5 earth  ( 2x Hitotsu-me-giant, 2x Statue of Easter
                          Island, Rock Orge Grotto #1)
               1 light  ( Skelengal)
               1 fire   ( Fire Reaper)

To Win:         The key to victory is to understand how the traps
               are Arranged on the map. The main trap is that is
               kind a close range battle. Dark + Thunder - Earth +

Maximillion Pegasus                         Mp -> 800  Md -> 7
Symbol:         Light
Arena:          Imperfect Paradise
Monsters:       2 light ( Lucky Trinket, Roguedoll)
               2 wood  ( Ancient Tree of Enlightenment, Green
                         Phantom King)
               1 water ( Penguin Soldier)
               1 earth ( Haniwa)

To Win:         Pieces from all sides are close together on this map
               Strategic monster placement and summon order are
               Vital For victory. The middle spot where the
               fountain is Would be a good place to stand for your
               attacks. Thunder + Dark - Light +

Bandit Keith                                Mp -> 750  Md -> 8
Symbol:         Dark
Arena:          Treasure Trove
Monsters:       4 dark    ( 2x Needle Ball, Barrel Dragon, Feral
Imp)
               3 thunder ( 2x LaLa Li-oon, Steel Scorpion)

To Win:         Ruins holding the lost royal treasure. There is
               Really no traps here. Just place ur monsters good or
               u will fall.  Light + Earth - Dark +

======
AREA 4
======

This is a free run area meaning u choose who u battle in what order
u wish.


Shadi                                       Mp -> 850  Md -> 8
Symbol:         Light
Arena:          Limitless Sanctuary
Monsters:       2 wind  ( One Eyed Shield Dragon, Faith Bird)
               2 light ( Skelengal, Lucky Trinket)
               2 fire  ( Launcher Spider, Charubin the Fire Knight)
               1 earth ( Hitotsu-Me Giant)

To Win:         You must split up you positions, and the distances
               to enemy units are short. Place pieces carefully.
               also your symbol starts in the middle so get it to
               safety. Dark - Thunder + Light +

Yami Bakura                                 Mp -> 800  Md -> 8
Symbol:         Dark
Arena:          Wicked Ceremonial Site
Monsters:       4 dark    ( Pumpking-the King of Ghosts, Feral Imp,
                           Tri-Horned Dragon, Needle Ball)
               3 thunder ( Bolt Penguin, LaLa Li-oon, Mega
                           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 -

Ishizu Ishtar                               Mp -> 900  Md -> 7
Symbol:         Wind
Arena:          Crimson Valley
Monsters:       2 dark  ( 2x Ryu-Kishin)
               2 wind  ( Sky Dragon, Kazejin)
               1 wood  ( Kamakiriman)
               1 earth ( King Tiger Wanghu)

To Win:         Key to victory here is to understand how the traps
               are arranged on the map. Wood + Wind + Water -

Seto Kaiba                                  Mp -> 850  Md -> 8
Symbol:         Light
Arena:          City of Redemption
Monsters:       4 light ( 2x Skelengal, Gyakutenno Megami, Blue
                         Eyes White Dragon)
               2 earth ( Battle Ox, Mystic Horseman)
               1 fire  ( Megasonic Eye)

To Win:         Study the map to determine the optimal route to
               advance your army, and the best places to engage
               in battle.

======
AREA 5
======

This area requires u to duel in a given order so be careful.

Maximillion Pegasus                         Mp -> 950  Md -> 9
Symbol:         Light
Arena:          Shrine of Chaos
Monsters:       3 light   ( Carot Idol, Magician of Faith, Lucky
                           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 -

Ishizu Ishtar                               Mp -> 860  Md -> 9
Symbol:         Light
Arena:          Neverending Site
Monsters:       5 light  ( Petit Angel, Mystical Elf, Ocubeam,
                          Genin, Fiend Reflection #2)
               3 wind   ( Lesser Dragon, Tyhone, Faith)

To Win:         Study the map and place your monsters carefully.
               Light + Thunder + Dark -

Yami Marik                                  Mp -> 900  Md -> 8
Symbol:         Fire
Arena:          Fire Mountain
Monsters:       4 fire  ( 2x Firegrass, Crimson Sunbird, Molten
                         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







===================================================================
                             Rare Cards
===================================================================

Win the game to get these cards at random. Note> You only get 3 each
time you beat the game so u may need to beat it multiple times to get
all the cards in the game. Unless you CHEAT!!! And use gameshark or
codebreaker. Oh yea did you know that by using gameshark u void your
warrenty with sony cuz it may delete ur dvd drivers. :)

1.      Giltia the D. Knight

2.      Red Eyes B. Dragon

3.      Rigras Leever

4.      Fortress Whale

5.      Super War-Lion

6.      Javelin Beetle

7.      Dungeon Worm

8.      Sanga of the Thunder

9.      Celtic Guardian -> This one you must surrender 20+ times in area
3 and 4 then he is for sell in grandpa's shop.

10. Sinister Serpent -> Have 50+ water monsters and then it will
                          go up for sell at grandpa's.

11. Firewing Pegasus -> After 10+ hours of play and in area 2.

  12. Crow Goblin -> Grandpa's shop 2 less than 10 wind monsters.

===================================================================
                            Fusion List
===================================================================

<Light>

Blue Eyes Ultimate Dragon --> Fuse 3 Blue Eyes Lvl 2 ap 650 to Fuse.

<Dark>

Metalzoa --> Fuse Zoa lvl 2 with Steel Scorpion lvl 3

Gate Guardian --> Fuse Sanga, Kazejin, Suijin all lvl 3

Summoned Lord Exodia --> Fuse all Exodia parts lvl 2 ap 450 - 500

<Fire>

Dark Fire Dragon --> Fuse Firegrass lvl 3 with Petit Dragon lvl 5

Flame Swordsman --> Fuse Masaki with Flame Manipulator lvl 4

<Water>

Flying Penguin --> Fuse Penguin Knight with Penguin Soldier lvl 3

<Earth>

Rabid Horseman --> Fuse Mystic Horseman with Battle Ox

Millennium Golem --> Fuse Destroyer Golem with Statue of Easter Island

<Wind>

Thousand Dragon --> Fuse Baby Dragon with Time Wizard lvl 5

Harpie Lady Sisters --> Fuse Harpie Lady x3 lvl 2

Metal Dragon --> Fuse Lesser Dragon with steel Ogre Grotto #1 lvl 3

Gaia the Dragon Champion --> Fuse Gaia TFK with curse of Dragon lvl 3

<wood>

Kwagar Hercules --> Fuse Hercules Beetle and Kuwagata Alpha lvl 3

<Thunder>

Kaminari Attack --> Fuse Mega Thunderball with Ocubeam lvl5

Cyber Saurus --> Fuse Twin Headed King Rex with Blast Juggler lvl 5

Twin-Headed Thunder Dragon --> Fuse Thunder Dragon x2 lvl 4

===================================================================
                           Evolution List
===================================================================

<Light>

Dark Witch --> Evolve from Lamoon lvl 4

Shinning Friendship --> Evolve from Petit Angel lvl 5

<Dark>

Ryu-Kishin Powered --> Evolve from Ryu-Kishin lvl 5

Red-Eyes B. Metal Dragon --> Evolve from Red-Eyes B. Dragon

Magician of Black Chaos --> Evolve from Dark Magician lvl 4
                            Field Power Dark 60

<Fire>

Fireyarou --> Evolve from Flame Manipulator lvl 3

Manga Ryu-Ran --> Evolve from Ryu-Ran lvl 2

<Water>

Penguin Knight --> Evolve from Penguin Soldier lvl 3 Water field
                   Bonus 40

High Tide Gyojin --> Evolve from root water lvl 5 or 6

Hyosube --> Evolve from Psychic Kappa lvl 5 or 6

<Earth>

Rock Spirit --> Evolve from Haniwa lvl 5

Mon Larvas --> Evolve from Larvas

<Wood>

Hunter Spider --> Evolve from Kumootoko lvl 4

Larvae Moth --> Evolve from Petit Moth lvl 3

Great Moth --> Evolve from Larvae Moth lvl 3 wood field
               bonus 30

Perfect Ultimate Great Moth --> Evolve from Great Moth wood
                                Field bonus 40

Trent --> Evolve from Ancient Tree of Enlightenment on wood field
          bonus 50

<Thunder>

Tripwire Beast --> Evolve Electric Lizard lvl 6


===================================================================
                              Credit
===================================================================


===================================================================
                             Copyright
===================================================================
This guide is copyrighted 2004 by DragnflameKnight
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