.,MMMMWMMMM2Z. Ma 0MMMMMMM MM MMMMMX 0M MMM0 .M; .WM M@ ZMMMaMrMM M28MMMMMMMM,MM f M M @ M M 2MM7 M MMiMMMMMM0 XMa:M 0M8 M S :MMMM M8M7aZMMM00MMMX, WMMMMWMW.SMMMM M M.8W S .MM :M X_S XM M 7MMMMMMM @;M MMMX XM7 a MMM M :MM MB M M M 8M M2M 8 7MrWMMMMZ MMMMMMMMMMSMM MBa;rM M M ZMMMMMMMMMB ____0iMZiZS__-----M MZ M SZMMMM MMMMMM. 0M ,MM MMM;SMMMMMMWB SMMMMMMMM M aM Si BM M MMMM M M XMM 0MM M8 8MMMM: iM M a__ n 2 MMMMSi :,WMMMM.;Mi MM0MM@MWMMr ,M ar@MMMMMMZSS .rXSrMMMMMMM@2 a8ZMMMMB: __________________________________________________________________ | Yu-Gi-Oh! 5D's Stardust Accelerator: World Championship 2009 FAQ | ------------------------------------------------------------------ Author: Jeorg Talbert Copyright Notice: This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Section 1 - Introduction & version info] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hello, I'm Jeorg (Pronounced "George"), a player of the Yu-Gi-Oh! Collectable Trading Card Game. I'm here to guide you people through "Yu-Gi-Oh! 5D's Stardust Accelerator: World Championship 2009". Let's get down to buisness. Version 0.10 - Guide Complete up to the point where you gain access to your duel runner. [Section 1.1 - Non Dueling Stuff] I don't deal in "Non-Dueling Stuff" so you're on your own here. You can make your own character etc. & make him say what you would say while you duel. You set this up when you start the game, and if ya don't know how then you're reading the wrong FAQ. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Section 1.2 - Dueling] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This game has the most up to date card list & mechanics of any Yu-Gi-Oh! game ever released. It's got the new synchro-summoning mechanic and all that jazz. Let's quickly go over how to duel: A duel is a game between two people (or a human & a computer in this instance), it's a game played with a deck of cards that must consist of at least 40 cards (With an "Extra Deck" consisting of at most 15 cards and a "Side Deck" also consisting of 15 cards, do note that side decks are only used in"matches" though). Each player starts with 8000 Life points, when a player's life points (here after refered to as "LP") reach 0 they lose the duel, if both players LP reaches zero at the same time the duel is a DRAW. (There are other methods to win duels, such as "Exodia"). Also, if you attempt to draw a card during your draw phase and have no cards in your deck, you lose. In this video game "Rock-Paper-Scissors" decides who goes first, once that's out of the way both players draw five cards. Then whoever goes first draws (each player barring extraordinary circumstances draws one card each turn). Each player is normally allowed one "Normal Summon" each turn. This means you take a monster from your hand and put it onto the field. If you summon the monster in face-up attack position it's a "summon" if you put it in face down Defense Position you have "set" it. If you put a monster face down from your hand it is STILL a "Normal Summon". You can play or set (Put a card face down) as many Spell or Trap cards as you wish each turn. Note that a "special summon" is simply bringing a monster to the field in ANY other way than normal summoning it, you can "special summon" as many times as you can find a way to per turn. [Section - 1.2.1 "Phases"] Duels are divided into the phases laid out below, they go in this order, but you can skip to your "end phase" whenever you wish. Draw Phase: You draw a card unless forbidden to. Standbye Phase: An odd phase where various effects that activate during this phase activate. Main Phase One: This is where you can summon monsters & play/set spells & traps, and activate most effect monsters effects. Battle Phase: This is where your monsters do battle with the opponent. Main Phase two: Just like main phase one with the GLARING exception that there is no battle phase to follow, this is where you get ready for your opponents turn. End Phase: Your turn ends here, and any effects that activate here.... Activate here. [Section - 1.2.2 The Field] The Field in Yu-Gi-Oh! has 15 spaces for each player, those are: 5 Monster card zones - Where you put your Monsters 5 Spell & Trap card zones - Where you put Spells & Traps. The Deck Zone - Where your deck sits. The Graveyard - Where cards go after you've played them. Cards usually go here unless they say "remove from play". The "Removed from Play" zone - Basically a second graveyard now-a-days. Cards go here if they say "remove from play". The Field Spell Card zone - This is another spot for special spells called "Field Spells", note that there can only be one field spell on the board at the same time, so if your opponent puts a field spell in his/her field spell zone, yours goes to the graveyard. The "Extra Deck" zone - This is where your extra deck/fusion deck sits. * Note - If a card says to destroy all cards on the field, Only those cards in the monster/spell/field spell zones get destroyed, you DO NOT destroy the decks/graveyards/extra decks/RFG zones! [Section 1.2.3 - The Ban List] Unfortuantely you can not use all of the cards you can get in this game (Trust me.... I know....). Here is the default Ban-List you begin with: BANNED (43 Cards) - None of these cards can be used in your deck: Black Luster Soldier - Envoy of The Beginning Butterfly Dagger - Elma Call of the Haunted Cathedral of Nobles Change of Heart Chaos Emperor Dragon - Envoy of The End Chaos Sorcerer Confiscation Cyber Jar Cyber-Stein Dark Hole Dark Magician of Chaos Delinquent Duo Destiny Hero - Disk Commander Dimension Fusion Exchange of The Spirit Fiber Jar Graceful Charity Harpie's Feather Duster Imperial Order Last Turn Last Will Magical Scientist Magician of Faith Makyura The Destructor Metamorphosis Mirage of Nightmare Painful Choice Pot of Greed Premature Burial Raigeki Ring of Destruction Sinister Serpent Sixth Sense Snatch Steal The Forceful Sentry Thousand-Eyes Restrict Time Seal Tribe-Infecting Virus Tsukuyomi Victory Dragon Witch of The Black Forest Yata-Garasu Limited Cards (56 Cards) - You can only use ONE of these cards in your deck & side deck combined Advanced Ritual Art Brain Control Breaker The Magical Warrior Card Destruction Card Trooper Ceasefire Crush Card Virus Cyber Dragon D. D. Warrior Lady Dandylion Elemental Hero Stratos Exodia The Forbidden One Fissure Future Fusion Giant Trunade Gold Sarcophagus Gorz the Emissary of Darkness Gravity Bind Green Baboon, Defender of The Forest Heavy Storm Left Arm of The Forbidden One Left Leg of The Forbidden One Level Limit - Area B Limiter Removal Magic Cylinder Marshmallon Megamorph Mind Crush Mirror Force Monster Gate Monster Reborn Morphing Jar Mystical Space Typhoon Neo-Spacian Grand Mole Night Assailant Ojama Trio Overload Fusion Raiza The Storm Monarch Reasoning Return From The Different Dimension Right Arm of The Forbidden One Right Leg of The Forbidden One Sangan Scapegoat Smashing Ground Snipe Hunter Spirit Reaper Swords of Revealing Light The Transmigration Prophecy Torrential Tribute Trap Dustshoot Treeborn Frog Twin-Headed Behemoth Ultimate Offering United We Stand Wall of Revealing Light Semi-Limited (14 Cards) - You can only use TWO of these cards in your deck & Side Deck Combined Book of Moon Card of Safe Return Chain Strike Dark Armed Dragon Foolish Burial Judgment Dragon Magical Stone Excavation Manticore of Darkness Mask of Darkness Necroface Nobleman of Crossout Phantom of Chaos Rescue Cat Summoner Monk Un-Limited (The rest of the cards in the game) Do know that you can only have three of a certain card in your deck & side deck combined. My thoughts on this ban-list might be helpful to you. Book of Moon & Nobleman of Crossout are both at 2, and they combo togather well. Rescue Cat is at two because it allows for extremely easy first turn sychro-summoning with the right deck. Premature Burial & Call of the Haunted are banned because Monster Reborn is not, and this is also why "Disk Commander" & Dark Magician of Chaos are banned. I don't quite understand why Monster Gate & Reasoning are at 1... But you can be sure that there are some HUGE monsters in this game that have no special summoning restrictions (The God Cards are an example of these, but I have only seen them while using Pro-Action Replay... So I am not sure if you can legitamately get them, but they ARE in this game... Their effects are the same as they were in "Tag-Force 2" for the most part. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Section 1.3 - The Mechanics of Dueling] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are various card types in Yu-Gi-Oh! which I will outline below. [Section 1.3.1 - Monster Cards] These are the meat & potatoes of Yu-Gi-Oh!, you use them to hit things. They have several attributes attributed to them. Atk & Def - Numbers indicating the monsters attack & defense power, for example "1900/1500" means the monster in question has 1900 ATK & 1500 DEF. Effect - The monster's effect (If it has none, the "Flavor Text" goes here). Level - Indicated by the number of stars at the top of the card, this has to do with summoning the monster, generally the rule is: 1-4 Stars means you do not have to tribute to summon the monster (Tribute meaning sacrificing another monster off of your side of the field in order to bring the monster in question onto the field). 5-6 Stars requires 1 monster to be tributed off of your field in order to summon them. 7 and above Stars require at least TWO tributes to summon the monster onto the field. Type - The type of the monster, Has various effects on gameplay. Here are the different types of monsters in the game of Yu-Gi-Oh! Warrior Aqua Dinosaur Spellcaster Pyro Beast Fairy Rock Beast-Warrior Fiend Winged-Beast Dinosaur Zombie Plant Fish Machine Bug Sea-Serpent Psychic Thunder Reptile Divine-Beast (YES THE GOD CARDS ARE IN THIS GAME!!!!) Attribute - There are six (regular) attributes which are: Fire Earth Wind Water Light Dark The three God Cards are of the "Divine" attribute. Mechanics of Monster Cards: Normal Monsters - Yellow cards with "flavor text" where the effect should be. Examples "Skull Servant", "Summoned Skull", "Blue-Eyes White Dragon. You'll be using these in the beginning a bit, but they are mostly sub par in every way save for attack. Effect monsters - Red monster cards. These monster have various effects you can use in various ways at different times, generally better than the normal monsters. Ritual Monsters - Blue monster cards. Almost never used anymore, these monsters require a ritual magic card in order to be summoned (The summon is a special summon though), you usually need the ritual monster in your hand, the ritual magic card, and monsters in your possesion that at least equal the level of the ritual monster you are trying to summon. All in all, stay away from these unless they have "armagheddon" in their name, and even then.... You're stretching it. Fusion Monsters - Purple monster cards. Also rarely used, but better than ritual. The normal way to get out a fusion is with the card "polymerization", but that has almost been forgotten. A fusion monster has written in it's text the two (or more) fusion material monsters needed to fuse it, if you have those two (or more) monsters in your hand or on the field and a polymerization in your hand you can send all those cards to the grave to get out your fusion. Do note... In this game there are NUMEROUS ways to get out fusions, and I quite simply can not go over all of them here. Just know, that fusions have basically been replaced by "Synchro" monsters, which do not involve the extra card "polymerization". Synchro Monsters - White Monster cards. This is what 5Gs is all about, you need a "tuner" & one or more non-tuner monsters, send 'em to the grave & get out your synchro (from your "extra deck"). Much simpler than fusing. But do note that the levels of your Tuner/Non-tuner monsters have to add up EXACTLY to the level of the synchro monster you're trying to summon. "Tuner" Monsters - Can be a normal or an effect monster. Identified by the fact that it says that it's a "tuner" beside it's type. Used specifically for "synchro-summoning". Gemini Monsters - Also red... Very complicated. Gemini monsters are basically effect monsters with a catch. You summon them once, and they are treated as a normal monster, then while they are on the field, you can "re-summon them" (weird I know) to activate their effects. Note: Befor you "Gemini-summon" them, they are treated as normal monsters, so any card effects that target or exclude normal monsters, will either target them or exclude them... Very complicated. You can special summon a gemini monster & gemini-summon it in the same turn if you find a way to special summon it. Flip Effect Monsters - Also red. These monsters are indentified by the word "flip" next to their type, their effect activates when they are flipped face up for any reason (be it a "flip-summon", flip to check defense during damage calculation etc.) Spirit Monsters - Red. These monsters are weird little beings who return to your hand after you summon them, Identified by the word "spirit" beside their type. They cannot be special summoned. Toon Monsters - Red. These are generally sub-par monsters that have effects depending on the card "Toon World". Identified by the word "Toon" next to their type. "Token Monsters" - Very light colors. These are not actually cards, but "tokens" summoned by the effect of another card. Since they are not actually cards they do not go to the graveyard when they get removed from the field, they get removed from play (But they don't go to the remove from play zone either... They simply disappear). Unless it says otherwise, they are treated completely like other monsters, meaning they can be tributed, attack, etc. ** Note that some of these types can be combined - So you can have a "Fusion/Effect" monster. [Section 1.3.2 - Spell Cards] These are what win you your games. Remember that you can play as many spell cards as you wish per turn. All spell cards are green by the way. Mechanics of Spell Cards: Normal Spells - These spells have a "spell speed" of one (you probably don't need to worry about that now), you just play them out of your hand and they do what it says they will do on the card.... Simple stuff. Can only be used on your turn, and they go to the graveyard after use. Normal spells can only be used in the main phase. Continious Spells - They have an "infinity" symbol on them, these spells stay around and their effects are continious as long as they stay on the field. Can only be used in the main phase. Quickplay Spells - These spells are "Spell Speed Two" which means that you can set them and use them on your opponents turn, they have a little lightning bolt on them. Like normal spells, they go to the grave after use. Another good thing about them being spell speed two is that you can use them outside of the main phase, that means... Even in the battle phase. Equip Spells - These are weapons for your monsters basically, you equip your monsters with 'em. If the equipped monster goes to the grave, so do all of the equips. Only in the main phase kids. Ritual Spell Cards - Used specifically to ritual summon monsters. Main Phase Only. Field Spell Cards - These cards go in your "field spell" card zone. Any spell in the field spell card zone effects BOTH players, so... If you have a field spell card that says: "Raise the ATK of all DARK monsters by 500" both you and your opponent's dark monsters will get the boost. Remember there can only be 1 field spell in EITHER PLAYERS field spell zone at any time, so if you have "A Legendary Ocean" out and I throw down "Umi" then your Legendary goes to the grave. In the main phase of course. [Section 1.3.3 - Trap Cards] These are the classic cards of Yu-Gi-Oh! that can be used on your opponents turn, some of them brandish the fastest spell speed in the game! Trap cards are a slightly differnt color purple than fusion monsters. Normal Traps - These are like normal spells that you can use on your opponents turn. Except that they are spell speed two I believe. They go to the grave after use as usual. Continious Traps - Like continious spells these stay on the board after you activate them, and so does their effect until they leave the field. Do note, that people often confuse continious traps with the non-existant "equip-trap"! There are no "equip-trap" cards... Any trap that says "equip" is a continious trap... (Like you needed to know). Counter Traps - These are "Spell Speed Three" meaning they are the fastest thing in the game on the "chain". These basically counter other spell/traps/monsters but the cool thing is... The only thing that can "counter" a counter trap is another counter trap! Of course they go to the grave after use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Section 1.4 - Spell Speed & Chains] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In Yu-Gi-Oh!, sometimes people try to do things at the same time. I'll illustate with a simple example: Player 1 (Jeorg), Summons a Sangan. Player 2 (Yugi) Activates "Trap Hole" in response to Jeorg's summon, attempting to send Sangan to the grave. Jeorg activates "Enemy Controller" Tributing Sangan to activate his card's effect which says "Tribute one monster you control to take control of one face up monster that your opponent controls until the end of this turn." Jeorg targets Yugi's "Dark Magician" with this effect. Yugi responds with "Magic Jammer", He discards a card out of his hand in order to try to counter Jeorg's "Enemy Controller". Jeorg Resonds with "Seven Tools of the Bandit" paying 1000 Life points to negate Yugi's "Magic Jammer". Here's how the chain works, the principle is: "Last one in, first one out" so... The chain looks like this: 1. Jeorg's Seven Tools resolves negating "Magic Jammer" 2. Yugi's Magic Jammer is negated 3. Jeorg's Enemy controller IS NOT negated 4. Jeorg Tributes Sangan and gains control of Dark Magician 5. Yugi's Trap Hole loses it's original target "Sangan" and therefor it's effect disappears. So even though "Trap Hole" was activated FIRST... It is the LAST thing considered by the chain, mainly because "Magic Jammer" & "Seven Tools of the Bandit" are both "Counter Traps". You'll Just have to get a feel for this Stuff, or wait for the next update, because I could elaborate on this all day, and we have a lot to cover. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.0 - Playing the actual Game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ First off... Prepare to reset - ALOT... Why? Because you get 10 extra DP for never losing each duel, it adds up QUICKLY so there's no reason to EVER take a loss with all of the save points around. Also know that I've never refused a duel EVER. Sometimes they force you into a duel after a long cut-scene or bikeride... I reset even if I lost THOSE... You don't have to... But it takes 10 straight wins to get the +10 DP bonus I'm talking about... This is just a playing philosophy I go by. "Never Lose... Never refuse... Always reset". Also I'll be writing this FAQ from the perspective of a person who does not use card passwords. Quite simply, until you basically have the deck you like to play with, it's much more economical to buy packs at the shop. My logic is thus: You could spend you're inital 1500 DP on 1 "Heavy Storm", or you could buy as many of the first 2 packs as you can, in this case 10. Heavy Storm is in the second pack, so you might just get the Heavy Storm you desire AND a bunch of other good cards for the same price as 1 Heavy Storm. If you get "lucky" you might very well walk away with "Jinzo", "Heavy Storm", "Fissure", "Smashing Ground" & "Sangan" for the price of one "Heavy Storm". Food for thought. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.1 - Preparing to win the first Duel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before you even start the story mode I suggest you go to the "World Championship" option so that you can edit your deck for the first duel. Make the following changes to your deck: Put into your MAIN DECK from your SIDE DECK these cards: Ancient Gear Knight Enemy Controller Malevolent Nuzzler Defense Draw Compulsory Evacuation Device Fossil Tusker now... Take the following cards from your MAIN DECK and put them in your TRUNK: The Creator Cup of Ace Counter Counter The Calculator Sonic Chick Radiant Mirror Force Your Final Deck should look like this (In order of attack) Monsters - 19 ( 3 One Tribute Monsters ) Granmarg the Rock Monarch Prime Material Dragon Gigantic Cephalotus X-Saber Anapelera Ancient Gear Knight Dark Valkeria Dragon Ice Fossil Tusker X-Saber Galahad Twin-Barrel Dragon Tune Warrior Psychic Commander Worm Barses Krebons Mecha Bunny (x3) Jutte Fighter Worm Apocalyspe Spells - 8 Big Bang Shot Enemy Controller Malevolent Nuzzler Riryoku Shield Crush Soul Taker Twister Unstable Evolution Traps - 13 Birthright Compulsory Evacuation Device Defense Draw Destruction Jammer Divine Wrath Dust Tornado Graceful Revival Kunai With Chain Magic Jammer Overworked Raigeki Break Reinforcements Security Orb Total Card count 40. This will be the last time I try to tell you what to put in your deck, but I feel it is my duty to the gaming public to inform you all of what the worst cards in the starter deck are. The opponents in this game play the best decks I've ever concieved of in a Yu-Gi-Oh! video game, and unless you are prepared... And even if you are.... You are going to lose... A lot... They've made the A.I. In this game so much better than it used to be... It's INSANE. Follow my suggestions or don't, but you will lose when "Cup of Ace" makes the opponent draw two cards. Now I suggest you go spend your 1500 starting DP in the world tournament shop. Buy as many of the first two packs as you can (I highly recommend you only buy the first pack, but the second is not terrible at all). Add in any cards you get that are limited to 1 or 2. Those cards are limited for a reason, the reason is because they go good in almost every deck. If you get any 1900 ATK monsters or something else you like the next target to take out of your deck is "Over Worked", simply because it destroys all monsters who have attacks higher than their original, and the starter deck plays several attack increasing equips, that is not "synergy"... That's your own cards working against each other, and that philosophy will not get you far in this game. (Divine Wrath isn't good in the beginning either - one of those two should be first to go). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.0 - The guide ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Time to Get on with it huh? Okay! Start the story mode. I'm gonna try to avoid spoilers when I can, but if you really didn't want any spoilers, you wouldn't be reading a FAQ now would ya? Anyway... After the opening cut scene you find yourself lieing in a gutter basically, you're greeted by a rather annoying individual who comes to the conclusion that you have amnesia! For some unknown reason this leads to a duel! I'd take my advice and save befor your first duel, I can't say I know what happens if you lose, I've honestly never accepted a loss, I'm writing this guide to help people win. Anyway run down from the save point to initiate this first showdown! ** QUICK NOTE ** I am highly suspicious that the computer is programmed to pick "paper" if you choose your choice too quickly in the rock-paper-scissors game, if you just pick rock as quickly as you can the computer almsot ALWAYS goes first, and in Yu-Gi-Oh! YOU wanna go first... Always. So just try to mix it up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Opponent: Rally Deck: Mecha Shot Rating: 515 The Ratings are basically like ratings in tournament chess, although even though I have over 100 straight victories in my game, mine's still zero!!! I think you have to play online or something. This is where I start teaching you how to duel, an ya gonna need to learn cuz they upped the ante WAY up in this title. First off, a general rule of thumb is that it's safe to have one more spell or trap on the field than your opponent, this because of the spell "Heavy Storm" and the way card advantage works. Just remember that, Rally doesn't have a Heavy Storm I think so set whatever ya want. Rally plays a pretty poor machine deck with almost no spell or traps that actually DO anything. She uses "Cannon Soldier" one of my favorite cards, but with no support for it at all, it's basically a waste. The only way you could lose this duel is if you somehow get a hand with no monsters at all. Just mow him/her down (I don't watch the show) and let's move on. Oh! Let me add that you get 100 DP every time you get a new kind of bonus so if you wanna toy with him/her then by all means "Synchro Summon" away. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It's not very surprising that someone with a deck that bad thinks that dueling will cure amnesia, what is surprising is that we appear to agree! They ask you if you know how to duel and point you towards the tutorial in the world championship if you say you don't. If you lost the duel against Rally I suggest you read it Anyway, walk down from the save point that I hope you just saved at (Guys... Just SAVE EVERY TIME you SEE a save point, even if you didn't do anything). You're gonna automatically get sucked into a conversation with "Nervin", and that conversation leads to, of all things... A DUEL! "Let's get down to buisness!" (That's my tag-line before I write about duels) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Opponent: Nervin Deck: Total Equip Rating: 470 I didn't think it possible, but we've found someone worse than Rally! This guy is definately a guy a least, and he plays a pretty poor deck based off of equipments that aren't that good. Now since there's no way for me to tell what kind of cards you're gonna draw when you do the forced duels, all I can do is give you a general outline of the opponents deck, sprinkled with some generally good dueling advice. The advice for this duel is this: Equips are bad for two reasons - 1. They are a GREAT Heavy Storm target, and 2. If your opponent attacks while he's equiped with an ATK increasing equip, and you have spell speed 2 spell/trap destruction (i.e. Dust Tornado, Mystical Space Typhoon, Twister etc.) you can wait until they attack and destroy their equip in the battle phase! Their monster's ATK goes back down to normal, and most likely they ram their weak monster into your strong one, killing their own stuff ON THEIR TURN & generally making them look VERY stupid. If you're using the starter deck (which most of you will be at this point), I just want to add that your best opening move when going first is to set "Mecha Bunny", it keeps field presence very well. Nervin plays equips that I honestly don't need to cover, they're THAT bad. His biggest threat is probably Axe Raider or Battle Ox, can't remeber, it's some 1700 ATK normal monster. Oh he does play fairy meteor crush, and he just did a kind cool combo on me. I set Mecha Bunny like I told you to do, and he popped out a 1500 ATK monster, and equiped it with Fairy Meteor Crush & Ballista of Rampart Smashing. This is his best combo, so I just Raigeki broke his monster getting three cards for two. And with that, I move on with the FAQ. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As usual, via dueling we've solved all of our problems (except for the lack of a girlfriend). Oddly enough after pounding the idea that you're not lieing into Nervin's head with your cards, Rally shows up a minute too late as usual. They go over your amnesia, and Rally invites you into the subway to meet the rest of the crew. Don't Go! Run one screen left and grab the Dust Tornado out of the box on that screen. I suggest putting it in your deck if you don't have an UBER deck already. Now go back to the subway screen and run past it again! Head to the right and find the card shop. Buy cards, edit deck, save, all that. NOW go into the subway. If you want you can take this time to go duel everyone whose not a main character 5 times, this will beef up your deck, and also, some of them give you cards after you beat them a certain amount of times. The boy in the store will give you Gravekeeper's Spy, and the Girl outside the store will give you a Synchro Monster (which is never bad to have). There's probably more people like this around. Rally introduces you to Tank & Blitz, you're gonna be dueling both of 'em, but if you want you can run right around them, go onto the tracks, grab the 450 DP out of the box, & then go buy cards and then duel them. So Let's get down to buisness. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Opponent: Tank Deck: Total Effect Rating: 490 Tank plays effect monsters, his main combo is Thunder Dragon + Muka Muka, which wouldn't be that bad if he played it correctly. He does play Tribute to the Doomed, meaning he can actually destroy your monsters if he wants to, his Thunder Dragons allow him to play discard based effects a bit more freely so be on your toes. He also plays Reckless Greed, meaning he can temporarily Put himself in a good position, if you survive the Reckless turn, you'll be fine (Unless he uses two on the same turn, then you're in trouble, but he's drawing bad cards with 'em anyway so you're not in "Trouble" trouble). Quite simply keep more than one monster on the field at all times and he'll fall rather easily. Actually he's pulling some tricks on me, he uses Kuribos & Winged Kuribos, his decks not all that bad, but it's still... Bad. Now on to loser #2. Opponent: Blitz Deck: Satellite Wall Rating: 500 Blitz plays some sort of machine deck, Be weary of attacking his facedown monsters with your own monster unless it has over 1800 ATK, he plays Acrobat Monkey with 1800 DEF. He also plays "Share the Pain" meaning that he can get rid of your monsters if he HAS to... So like the last duel, try to keep at least TWO monsters on the field at all times (meaning go easy on your synchro summoning). Also - Quick tip, only Gemini summon your gemini monsters if you have no other monster in your hand (unless you have a VERY good reason to such as destroying a monster with Dark Valkeria). He plays Gravekeepr's Spy as well, a card I play in my deck in this game, those are his biggest threat, so he's putting you in a position where you're gonna have to tribute or synchro summon, but all the while the threat of share the pain lurks in the background. Oh my god he just hit me with Castle Walls... He plays a sub theme of deck destruction, but it's no threat, don't waste any removal on his Gravekeepers Servant, it might very well be fueling your own Graceful Revival. He lasted till turn 15 against me & my modified starter deck, so he has some minor skill. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rally invites you into a run down shack (You've come a long way haven't you), and tells you not to touch the computer on the table. She then waits until you touch the computer on the table, and this... Is why I hate Rally. Finally somebody cool shows up! Or at leaste he looks cool, kinda like if Yugi & Jaden had a baby who was taller than most of his friends. Rally says there's something odd about you (but not in a bad way), totally ignoring the fact that there's something VERY wrong with Him/Her and yes it IS in a bad way. You have a flashback and remember more of your murky enigmatic past. And you find a "Speed Spell" in your duel disk! Don't ask where it was during the last four duels... You don't remember. So begins the search for your duel runner - I suggest you save. Walk out of the subway and you'll run right smack into what you need to do. Blitz found a guy selling a duel runner for 1000 DP, I really hate having to spend money on something other than cards in a game about cards, but to progress the story, you must put up the money. So go duel about four times and then buy it. Go back to the subway and look at your shiney new motorcycle! GREAT! THIS WONT CAUSE US ANY HEADACHES IN THE FUTURE! Wait! It causes a problem for you just by looking at it... No spoilers but... Let's just say it's a... lemon... So Blitz goes to talk to the dude who sold you the Duel Runner and gets kidnapped. Since people don't actually "fight" in this game, if he put up any resistance at all, I'm going to assume that he lost a duel. Guess who saves him? Right. Walk up to the door to find out that it's locked, then go let the others know what happend. You all decide to make a combined team effort to save him. "Team effort" being definded as: Sending you in there by yourself. So run back to the warehouse and get ready to whoop up on the toughest opponents you've faced yet! There's a "Mowhawk Guy" guarding the door. So let's get down to buisness. Hit him over the head with your duel disk & take his key... Not really... DUEL! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Opponent: Kuroe Deck: Masterful Magician Rating: 580 Kuroe plays a spellcaster deck, with a Magic Cylinder in it, so if your LP get's lower than the ATK of your biggest monster, you might not wanna attack with it. He also plays Old Vindictive Magician, which can destroy your monsters quite easily when it's flipped, this means you should always attack with your highest attack monster first when he has a facedown monster. He plays Dark Elf, a 2000 ATK Lvl.4 monster, save your monster removal for this, because if he gets it out on the field and you have an empty field... You probably lose. He lasted till turn 11 against me & the starter, so... He's basically a pushover. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kuroe unlocks the door and runs away. I have never been beaten so badly that I had to run afterwards, but I'm pretty good. Anyway enter the building. All of the computers in this building are broken, so there's not too much point in investigating them all, but if ya don't believe me, then by all means... Investigate! SAVE! Then run past the next guy you're gonna duel and grab the box to get 450DP. Now... Either go buy cards real quick & come back, or.... Let's get down to buisness. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Opponent: Ida Deck: Ida Dragons Rating: 590 Ida might be kinda hard because of his Luster Dragons, Lvl.4 1900 ATK monsters with no draw back & decent defense. So now I'm gonna teach ya one of the starter decks tricks: You can equip Big Bang Shot ON YOUR OPPONENT'S MONSTER, and then use spell removal on it to remove their monster from play. Just remember that trick, because sometimes it's the only thing that saves you. Ida plays several two tribute monsters, and he'll actually tribute them sometimes! This is good for you when he does, because he's losing card advantage, so save your removal for his two tributes. He also plays My Body as a Shield, so your removal might not work, if he uses it, you probably lose. Ida also plays Treeborn Frog, making him a serious threat. He can revive his normal monsters with Birthright as well, this guy actually has decent special summoning capability with his Masked Dragons, searchers for Dragon type monsters. This guy can duel... So be on your toes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After you beat Ida there's a Rush Recklessly in a box befor the "boss" of this "Dungeon". If you're still using a slightly modified starter deck then I suggest you put it in. Now for the Boss. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Opponent: Kameno Deck: Lucky Turtle Shell Rating: 620 The guy guarding your friend plays a deck known as "Ghandi-Pants" in real life. The deck is designed to make you run out of cards, and unless you've spent a LOT of time in the World Championship Dueling Winged Kuribo... He is going to be VERY hard to beat... Simply because your only real spell & trap removal at the moment is probably you're two Dust Tornados & your twister. This guy plays almost EVERY STALL CARD IN THE GAME... And EVERY MONSTER IN THE GAME THAT DECKS YOU OUT... The only way I beat him was by DECKING HIM OUT! The way you do this is: Let him get about 3 or 4 monsters on the field to your 1... One of his monsters is most likely "Morphing Jar #2". He will flip it up first chance he gets, and as long as he has more monsters on the field than you, chances are... He'll start decking himself quicker than he decks you. You've pretty much gotta' let the A.I. Defeat itself here. If you REALLY wanna be sure you deck him, then temporarily increase your deck count to 45, just make sure to take it back to 40 after this duel. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now it's time for the dreaded "Box-Pushing Puzzle". Here's excactly how to do it: 1. Push the first box you can push two spaces north. 2. Push the first box that can be pushed south down as far you can push it. 3. The boxes now make a sort of "L" shape, shown by my ASCII art below: [x] [ ] [ ] Push the box marked "x", one space left. 4. Now push the box south of your current position as far down as you can. 5. Now push the box that is blocking your progress north, two spaces north. 6. Run around to the left of the box you just pushed, and push it right. Now you may leave out of the northern exit of the room. You find blitz passed out drunk on the floor, (just kidding he was probably knocked out, either way he's a loser with a bad deck). You wake him up, and he heads back to the subway to hang out with the rest of the bums. Before you leave head to the right of the room you are in and open the box to find "Quillbolt Hedgehog", a card that is probably best left out of your deck. Head south and push your way out of the dreaded box room, it's much easier on the way out. If you DO get stuck somehow you can press "Y" to reset the Boxes. Exit the warehouse and head for the subway. Talk to Rally & Blitz oustide, then go inside. Talk to Tank & Nervin... Yusie makes a quick cameo appearance. Infact, he gives you an engine for you duel runner! YAY! Head to the shack on the right to progress the story. Rally finally does something important, he finds a CPU for your duel runner, run back into the subway to get it. The "Riding Suit" he gives you can't actually be put on unfortunately. The path to the South that used to be nothing but a large trench is now open, this is where the Duel Runner Shop is located. I actually advise you to upgrade your duel runner a bit. I suggest you buy the Gamma Frame, and leave it at that, because none of the other add-ons in the duel runner shop can be added on to it. Anyway, head as south as you possibly can and you'll find a little area of the southmost map of the Satellite Slums that looks like a little rectangle that you can walk into. This is the area where the highway above you can actually block your view of your character, in the southwest most courner of this rectangle is a hidden box containing 1500 DP. Then run left to try out your duel runner for the first time. After you complete this little minigame I suggest you find the first savepoint in the game (where you woke up) and save at it. =========================================================================== You'll have to wait for the next update! I'm gonna go duel with my Phantom of Chaos Zombie Deck. Since this FAQ is still light on material, I've decided to include the decklist of this deck. If I get beat in the story mode while using the starter deck. I switch to this. It's undefeated against the computer, but unless you're cheating like me, it will take a LONG time to get cards even HALF this good for your deck. =========================================================================== "Phantoms of Chaos (Zombie Variant)" Monsters - 21 --------------------------- Sky Scorge Norleras Zombie Master (x3) Mezuki (x3) Breaker the Magical Warrior Snipe Hunter Sangan Summoner Monk (x2) Plaguespreader Zombie (x3) Spirit Reaper Phantom of Chaos (x2) Armageddon Knight (x3) Spells - 19 --------------------------- Allure of Darkness (x3) Book of Life (x2) Card Destruction Card of Safe Return (x2) D.D.R. - Different Dimension Reincarnation (x3) Foolish Burial (x2) Heavy Storm Monster Reborn Upstart Goblin (x3) Gold Sarcophagus Traps - 0 --------------------------- Extra Deck - 15 --------------------------- Red Dragon Archfiend Collosal Fighter Goyo Guardian (x2) Thought Ruler Archfiend Dark End Dragon Dark Strike Fighter Stardust Dragon Revived King Ha Des Black Rose Dragon Brionac, Dragon of the Ice Barrier Naturia Beast X-Saber Urbellum X-Saber Wayne =========================================================================== This is not a good example of how to build a deck for begginers. If you're new to Yu-Gi-Oh! my only advice is to check out how many of the cards in the above deck are limited to 1 or 2. The lesson is, limited cards are generally good. Also the Sychro list is actually from another deck, but it contains all of the important Synchros you need to know about. Notice that the deck is at 40 cards. I highly recommend that you keep your deck as close to 40 cards as possible. Infact here's another deck that's much more tailored to begginers than the above deck. =========================================================================== Synchro Magic Monsters - 20 --------------------------- Jinzo ( 2 ) Cyber Dragon Breaker the Magical Warrior X-Saber Airbellum ( 3 ) D.D. Warrior Lady Snipe Hunter Cannon Soldier Sangan Neo-Spacian Grand Mole Ice Blast User Rice ( 2 ) Card Trooper Plauge Speader Zombie ( 3 ) Dandylion Spirit Reaper Spells - 18 --------------------------- Book of Moon ( 2 ) Brain Control Creature Swap ( 2 ) Enemy Controller Gold Sarcophagus Heavy Storm Lightning Vortex Monster Reborn Mystical Space Typhoon Nobleman of Crossout ( 2 ) Scapegoat Shrink Smashing Ground Swords of Revealing Light Unighted we Stand Traps - 2 --------------------------- Mirror Force Torrential Tribute Extra Deck - 15 --------------------------- Red Dragon Archfiend Collosal Fighter Goyo Guardian (x2) Thought Ruler Archfiend Dark End Dragon Dark Strike Fighter Stardust Dragon Revived King Ha Des Black Rose Dragon Brionac, Dragon of the Ice Barrier Naturia Beast X-Saber Urbellum X-Saber Wayne =========================================================================== It's pretty much themeless, but if you know your stuff, you can tell that the cards have good synergy. Cannon Soldier + Enemy Controller Scapegoat + Unighted we Stand Jinzo + The quickplay spells & the fact that there are only two traps in the entire deck. Book of Moon + Nobleman of Crossout Dandylion & Scapegoat + Creature Swap Cannon Soldier + Dandylion or Scapegoat The weakest cards in the deck are Unighted we Stand, Shrink, Cannon Soldier, Lightning Vortex, & Gold Sarcophagus. When your weak points are THAT good.... You've got a good deck I think. (The only reason I say that Gold Sarcophagus is "weak" is because I play VERY aggressively, and waiting two turns to get Heavy Storm sometimes slows me down). Heck.... Even my weak cards combo with my good cards... Dandylion + Lightning Vortex. 1 more combo.... Card Trooper + Dandylion You've got some stuff to work with here. I'll list the effects of the mosnters that some of you might not know: Dandylion When this card is sent to the graveyard in any way, special summon two tokens to your side of the field in defense position, they can't be used for a tribute summon on the same turn that they've been special summoned. X-Saber Airbellum 1600 ATK! When it attacks directly it discards a card out of you opponents hand. It's also a "Tuner". Ice Blast User Rice 800 ATK / 800 DEF Cannot be destroyed in battle by level 4 or higher monsters. Also a tuner. Plauge Speader Zombie "You can return one card from your hand to the top of your deck to special summon this card from your graveyard, if you do, it get's removed from play when it leaves the field." He's a tuner. Black Rose Dragon 1 tuner + 1 or more non-tuners. When it's synchro summoned you can destroy all cards on the field. (It has a secondary effect which can not be used with this deck) Naturia Beast 1 EARTH tuner + 1 or more non-tuner EARTH monsters "As long as this card remains face up on the field, you can negate the activation of a spell card by sending the top two cards from your deck to the graveyard." ======================================================================== Questions?/Comments? email: el_jeorgo@yahoo.com