Yu-Gi-Oh! Dungeon Dice Monsters FAQ -Final- FAQ by Tyma (@tglmax.com) "Card does not have heart - Card represents Power!" - Mr Seahouse Updates Final (08 March 2003) Having played the game through twice, I don't feel there is any more to add to the FAQ, without the tedious task of unlocking and documenting every character. Since I don't really have the patience or conviction to play the game all that much, I think it's time to call it a day, in regards to DDM. The original purpose of the FAQ was to make the game accessible to english- speaking players, and with the (terrible) english version now availible, I feel my job here is done ^_^ This final update is really just to clear up the FAQ a little, and add some reader-submissions to the FAQ. Thanks to everyone who's read the FAQ, and EMailed me, concerning the game. If you enjoyed the FAQ, look onwards and forwards, to 'Made In Wario', later this month, and possible Duel Monsters 8, providing I find something to actually bring to the table, among the other (awesome) japanese Duel Monsters FAQ Until then, thanks for reading ^_^ -Tyma V1.1 (18 February 2003) Made some minor corrections, and added information for the first 5 characters V1.0 (17 February 2003) With the american release of the game, comes the unenviable task of playing the entire game, in order to unlock everything.. Now that it's done, I'm finally able to compile the mammoth Dice List section, and start on the Character section V0.5 (02 February 2003) Initial release, consisting of a Quick-Start guide (an introduction to the japanese game), and some information on playing strategy Contents 1. FAQ (Frequently Asked Questions) 2. Quick-Start Guide (A short walk through your first game of DDM) 3. General Strategies (Learn to win, without all the hassle) 4. Dice List (Stats & Effects for every dice in the game) 5. Characters (Information on each character, their dice, and strategies) 6. Credits / Contact (About me, and how YOU can talk to me) __ _o_ __ __ _o_ __ \ / \ / \ ( ) / 1. FAQ \ ( ) / \ / Frequently Asked Questions \ / \_/ \_/ Q. How do I get (specific dice) A. Every time you beat a character, you randomly receive one of their dice. If you want a specific dice, look in the 'Characters' section to find a character that uses that dice, and then play them in Free Duel mode, until you receive the dice your after. Append : (Thanks to Sonicshuffler@aol.com) "Play anyone that you know uses it AND Grandpa will eventually sell every die other than Black Magician Girl." Q. Which characters are in the game? A. So that I don't clog up the FAQ, I've added a complete list at the BOTTOM of the FAQ. Q. (character) summoned (dice), which isn't listed in his crest pool. How come? A. Having had many people point this out, it's becoming pretty obvious that almost every computer-controlled character has a crest pool of around 20 monsters, and just uses the most suitable monster, for each situation. Disregard any assumptions you have, about the conputer playing fairly ^_^ Q. How do I duel Yami/Seto/Marik? A. It's almost completely random. Each tournament seems to have 16 characters randomly selected from a pool of 30, and from those 16, you'll only play 4 per tournament.. Just keep playing the game, and you should come up against specific characters sooner or later. Q. When is the game coming out in America? A. It's availaible right now.. For fun! Q. Are there any cheats? A. No. A lot of people claim to be brandishing them on message boards, but all of them seem to be memory patches (Gameshark codes). As far as I know, there are no actual cheats for the game, except those which involve the use of memory patches. If you really want those, check out the Gamefaqs message board. Q. Can you turn off those god-awful battle animations? A. YES! On the game board, press start, choose the 2nd option, and then choose "off" - Your gameboy is now rid of such evils. Q. How do I unlock all characters in Free Duel mode? A. To unlock a character, you need to duel (and beat) them in a tournament. Q. How do you unlock all the dice? A. By playing the tournaments over and over again, until you play (and beat) every character in the game. Some dice can be bought from Solomon's shop, but most of them can only be won by beating a specific opponent. Q. Are there any differences between the Japanese and American versions? A. Yes, it's many. As well as characters and monsters having their names changed, there seems to be quite a few random acts of censorship. Most notably, all references to Magic have been removed, and the Magic Crest has been changed from a pentagram, to a strange, mis-shaped triangle. Q. Why do the characters have different names? A. The only reason I can think of is 'continuity', under the assumption that you've never seen anything Yugioh related, outside of 4Kids' anime dub. The first few (main) characters all have the names 4Kids gave them, wheras the characters which 4Kids skimmed over, or erased completely from the anime (characters that appeared in episodes prior to the Duelist Kingdom arc) have been given completely random names, probably on Konami of America's behalf. Seto Kaiba, Kokuba Kaiba, Marik Ishtar and Ishizu Ishtar are the only characters which retain their official names. Q. Is the translation really that bad? A. In a word, 'yes'. The game is still playable, but fans of both Yugioh and GBA game translation will notice that the american version is a bit of an unprofessional hack-job. Whoever translated the game seems to have used the dubbed anime as their only point of reference, without even looking at the japanese DDM game. As a result, all the main characters and monsters are represented well, looking and acting just like you'd expect them to. The downside is that the more obscure characters haven't been given any attention, and posess random names, and generic dialogue, which says nothing about their personalities. Fans of Bakura - you HAVE been warned... Q. Can I EMail you? A. ...No. I'm pretty much done with DDM ^^; __ _o_ __ __ _o_ __ \ / \ / \ ( ) / 2. Quick Start Guide \ ( ) / \ / A short walk through your first game of DDM \ / \_/ \_/ Note : This is an introduction to the Japanese version of DDM, and will hopefully introduce you to DDM, and teach you everything you need to know, in order to play the game in Japanese. It is by no means a complete run-down of the game, so please bear with me, until the American version of the game is released. A. Initialising --------------- From the main menu, choose "new game". If the cartridge already contains a saved game, you'll be asked whether you want to overwrite the existing data. Choose the top option (yes) to wipe the cartridge, and start a new game. B. Name Entry ------------- Japanese for fun! Use the A button to select letters, and B to erase letters. Selecting one of the boxes on the right changes the alphabet set. They are, from top to bottom : Higrana, Katakana, English. When your done, select the bottom-right box. The game will prompt you to confirm your name, select the top option to proceed. C. Main Menu ------------ The available selections are (from top to bottom) : Sections marked with a asterisk (*) require a link cable Select Dice (View your dice collection, and your current pool) Tournament Battle (Compete in a tournament) Free Battle (A re-match with any opponent you've already faced) Multiplayer Battle* (Play with a friend via the GBA Link Cable) Trade* (Trade dice via the GBA Link Cable) Dice Shop (Purchase new dice with your tournament winnings) D. The Dice Pool ---------------- Choose the first option in the menu, to check out the Dice Selection screen. At this point, the game will have assigned you 15 semi-random, low-level dice . Each game of DDM requires you to select 15 of your dice to play with, which are put in a 'pool'. The dice selection screen consists of 2 windows, a 'Box' window (which shows all the dice you've collected during the game) and a 'pool' window (the dice you're currently using to play with). To move between the 2 windows, move the cursor to the far left or right of the current window. It's worth checking out your current pool window (on the right of the box window) right now, just to get an idea of how the dice work. E. Monster Classes ------------------ Moving around the window, you can check out your current 15 dice. As you select a dice, the little pane at the bottom changes, to show the status of the current highlighted dice. Although the dice are 'randomly' generated, the top- left dice will be 'Baby Dragon', so we'll use him as an example of the various statistics of each dice. The pane at the bottom shows the name and statistics of Baby dragon. To the far left is a green avatar which looks like a dragon's head. This is the MONSTER CLASS, which tells you Baby Dragon is a dragon-type monster. Monster classes don't play a huge part in the early duels, but usally come into play, once you have a larger dice pool (Some spells or effects can power up monsters of a specific class) The class of a monster is determined by the avatar that appears in it's stats, and also by the colour of the dice itself. Red : Dragon Green : Beast Yellow : Undead White : Spellcaster Blue : Warrior Black : Item F. Monster Levels ----------------- Next to the Monster Class symbol is Baby Dragon's LEVEL, which can range from 1-4 (Although you'll only have Lv1-3 right now, since Level 4 dice are incredibly rare). The importance of levels will become very clear later on, although all you need to know right now is that the higher the level, the more powerful (and elusive) the monster will be. Note that in order to summon a monster, you need another monster of the same level in your dice pool. Without another monster of the same level, the dice cannot be summoned. G. Abilities ------------ Above the level is a heart symbol, what should (but doesn't) look like a white feather. The feather represents a monster's special ability. There are 3 special abilities to be found, and they can prove to be both a blessing, and a hindrance. Baby Dragon's ability is FLYING, which is represented by a white feather. The other abilities are TUNNELING, represented by a small picture of a tunnel, and ARCHERY, represented by an arrow (the type shot out of a bow). Flying Flying monsters move through the air, slightly out of reach of the other monsters, and as a result, can only be attacked by monsters who have the 'flying' or 'archery' ability. The downside of this ability is that flying monsters require 2 movement crests, for each space they move along the board. Tunneling Tunneling monsters move below ground, and can tunnel beneath other monsters, in order to pass along the same square as them, on the board. Moving through another monster or item has no effect, and they do not acquire any item they move through (only those they stop on). Archery Monsters blessed with archery can attack flying monsters. Summary * Only FLYING and ARCHERY monsters can attack FLYING MONSTERS * FLYING monsters can only attack other FLYING monsters * FLYING monsters require double the movement crests to move * TUNNELING monsters can move through spaces occupied by other monsters H. Life Points -------------- The heart symbols next to a monster's ability represent the amount of LIFE POINTS they start off with. Every time a monster is successfully attacked by a stronger monster, it loses a life point. When monsters no longer have any life points left, they die. I. Attack & Defence ------------------- Moving along the stats window, each monster has an ATTACK strength (represented by a picture of a sword, next to a number) and below that, a DEFENCE strength (a picture of a shied, accompanied by a number). Both stats range from 10 to 40. The higher the attack, the more likely the monster can kill another monster, and the higher the defence, the more difficult the monster is to kill. J. The 6 Sides Of A Dice ------------------------ After the Attack & Defence statistics, on the far right of the stats window should be 6 symbols, which represent the 6 sides of the dice. During the game, you will roll the dice, to determine either SUMMON monsters, or obtain crests. Each dice is unique in it's layout, meaning some are better at summoning monsters, while others will help you acquire certain crests. Each side contains a symbol, which is explained below. You may want to move around the dice pool to see which monsters bear some of the symbols, as Baby Dragon only has 3 different symbols on his dice. Summon Crests (A red star) Movement Crests (An orange arrow) Attack Crests (A white sword, with a bronze handle) Defence Crests (A white shields, with a black cross on it) Magic Crests (A blue pentangle) Trap Crests (A green 'X' symbol) The basic idea is that you roll the dice to acquire crests, which you can use to make moves in the game. Some dice have a number on the bottom right of the a certain crest. This means that rolling this side of the dice will give you that quantity of the crest shown. K. Summon Crests ---------------- These are the most important crests in the game, which is why you'll notice that some dice consist mostly of summon crests. The main concept of DDM is that each unique dice contains a monster inside it, and the only way to unleash that monster is by rolling a combination of summon crests, and 'summoning' the monster onto the playing board. During the actual game, you will roll 3 dice at a time. If 2 of these dice land on summon crests, then you will be able to select and summon a monster onto the board.. Now here's the confusing part : You don't just need to roll 2 summon crests to summon the monster - you have to roll 2 summon crests of the same LEVEL. Each monster has a level, and the level determines how many summon crests are on that monster's dice : Lv 1 : 4 Summon Crests Lv 2 : 3 Summon Crests Lv 3 : 2 Summon Crests Lv 4 : 1 Summon Crests As you can see, the more powerful the monster, the less summon crests appear on it's dice, and therefore, the harder it is to summon. L. Other Crests --------------- While summon crests are required in order to summon monsters onto the playing board, the other crests are almost as important. Whenever you roll a dice that lands on any crest besides a summon crest, you'll acquire that crest, and add it to your CREST POOL. The crest pool is basically your collection of crests, which you can use to make moves within the game. Summoning monsters is of course the idea of the game, but monsters require other crests in order to move, attack, defend, or to cast spells, so it's often a good idea to build up a stock of the following crests, as your monsters won't be able to do ANYTHING, without them. Movement Crests - Once a monster is placed onto the game board, you can use movement crests to move it along the board, These are pretty vital, and without them, your monsters will all become stranded on the space in which they were summoned. Attack Crests - Used to make your monster attack an opponent's monster. Defence Crests - Used in order to have your monster defend an opponent's attack. Without these, some monsters are incredibly vulnerable. Magic Crests - Used to make certain monsters cast spells. All spells are unique to a certain monster. Trap Crests - Same as spell crests. Some monsters require Magic Crests, while others require Trap Crests. They both cast spells of some sort. M. Duel, Standby! ----------------- With a basic, somewhat hazy idea of how the game works, were now ready to actually play it. From the Dice Pool window, move into the Box window, and press B. A prompt will come up asking if your sure you want to leave, select the top option (yes), and press A to confirm. Back in the main menu, choose the 2nd option (Tournament Battle), and choose the default option, to compete in the first tournament. You'll be taken to a screen showing the competitors in the tournament, and then a bracket showing the winners of each duel. When your duel comes up, your opponent will say his lines, and you'll be taken to the Dice Selection screen, for one last chance to construct your dice pool. Since you only have 15 dice right now, don't bother, and just exit by pressing B and then A. You'll be taken to the game board, and to the Dice Roll screen. N. Go, Dice Roll! ----------------- On the left is your crest pool, which shows how many of each crest you've collected so far (Zero). The top 2 boxes (one of which the cursor is over) will be explained later - We want to use the 3 boxes at the bottom (next to the yellow "Go!" button). Select one of them, and press A. You should now be given a picture of Baby Dragon, along with the rest of your dice. This is where you choose which 3 dice to roll, in order to summon monsters, or obtain crests. The first thing you need to do is try and summon a monster, so let's select a Baby Dragon. Select the other 2 dice yourself, but remember that in order to summon Baby Dragon, you need to roll 2 Lv1 summon crests. The most likely way to do this is to select 2 other Lv1 dice, preferably ones that have lots of movement crests on them, since those are used more than any other crests. After you've selected 3 dice, hit the "Go!" button to roll the dice. If you roll 2 summon crests, you'll be prompted to select which monster to summon. If not, the crests you rolled will be added to your crest pool, and you'll be taken to the game board. Press start, then A to proceed. Your opponent will make his move, and you can try again, until you manage to roll the summon crests. O. Dimension The Dice! ---------------------- When you manage to roll 2 summon crests, you'll be prompted to select which monster to summon. If you rolled 2 summon crests, you'll be able to select between the 2 dice which landed on the crests - If you rolled 3 crests, you'll be able to select from all 3 monsters. The idea here is that each dice contains a monster, and once a monster is summoned, you can't use it's dice again, for the rest of the game. Decide which monster to summon based on it's stats, but remember that some monsters are more useful for rolling and collecting crests, than they are for fighting, so weigh up how useful your monster is on the game board (based on it's attack and defence stats), against how useful it is to keep in your hand, and roll again (based on how many crests it will give you). Baby Dragon is just about the most useless dice in the game, and the easiest to summon.. So if you have it, summon it. Choose the monster to summon, and you'll be asked to dimension the dice! Note : Once a dice is summoned, it can't be rolled again for the rest of the game. If for any reason (and there are many good reasons) you don't want to summon a creature, you can abort the summoning by pressing B and then selecting the top option (yes). Time for another strange concept, here - When you start off, the game board is completely blank. Every time you summon a monster, the dice is taken apart, and the 6 squares on the dice will construct a short path through a part of the game board. The object of the game is to make a path from your character (on the bottom of the board) to the opponent (located at the top of the board), and to attack him with your monsters. now, It's time to decide how to construct the first part of your path, so looking at the map on the right, decide where to place your path. Use the start button to cycle through the various formations in which the blocks can be placed, the R button to rotate the blocks, and the A button to 'dimension the dice' (which will place the dungeon path, and summon the monster) P. The Second Summoning ----------------------- After summoning your monster and placing the dungeon path, you'll be given control over the movement of your monsters. Right now, you've only got one piece of path, and can't really do anything, so naturally, we want to summon more monsters, and make a longer dungeon path, before we do anything else. From the main game screen, press start and then A, to end your turn. after the computer makes his move, it's back to the Dice Roll screen, where it's time to learn what the top row of boxes are for. When selecting which dice to roll, there are 2 main strategies : * Try and summon a certain monster * Try and collect a certain type of crest Deciding which dice are the best to choose, in order to get the best results can be confusing, so luckily, the game automates this process for you. Choosing the top-right box will bring up list of your dice, choose the dice that you most want to roll, by moving left or right, or if you want a certain type of crest, move up or down. The first priority right now is to summon a second monster, so choose another Lv1 monster. The cursor will move to the 2nd box, which allows you to select your second priority (which right now should be movement crests). press down to choose the movement crest icon (an arrow), and choose 'Set!". The game should now generate and select the most dice it thinks will give you the highest quantity of the crest you require. Note : Using this system to get the crests you want is a VERY bad idea, as the game will almost pick the dice which will give you the highest quantity of the crest you select, not the dice most likely to get the crest (IE : If one side of a dice gives you 2 attack crests, and the other sides are all summon crests, it will always pick this dice over one that has 3 sides which all contain one attack crest. Obviously, the latter would be the most useful in most situations, although the computer doesn't take such things into account Note : At this point, the opponent may or may not be making advances towards your end of the board. If he gets too close for comfort, or you get thrust into a situation that involves anything other than rolling and dimensioning the dice, move to 'Chapter Q : Movement & Attack' When you manage to summon a second monster, place the dungeon path. Remember that the path has to connect to your existing path, and can't intersect with any paths that you or your opponent place on the board. With 2 Lv1 monsters out, it's a good idea to bring out some of the more powerful, high level monsters, so choose to shoot for an Lv2 monster, and some movement crests. When you manage to summon it, build the path in the general direction of the opponent. Q. Movement & Attack -------------------- With a small army of monsters on the board, it's time to make them move. With the cursor, select a monster on the board, and press A to bring up the action menu, which reads from top to bottom : Move Attack Spell / Trap Stats Select a monster, and then the top option, to move it along the dungeon path, towards the opponent, and his monsters. Before you decide which monster to attack, and how, you should know how battles work : Although you can move as many monsters as many times per turn as your movement crests will allow, monsters can only attack once per turn, and after attacking, they can no longer move. Every monster has an attack statistic (ATK), a defence statistic (DEF) and a number of life points (LP). In order to attack, a monster uses one attack crest. Note : Life points are displayed as hearts. Each heart represents TEN life points (LP) When one monster attacks another, the monster BEING attacked can choose whether to Attack or Defend. If the victim of the attack chooses to attack the protagonist, then the protagonist inflicts damage on his opponent, equal to his ATK value. This damage is then deducted from the victim's LP (If a monster his an ATK of 20, then it will deal 20 points of damage to the victim's LP). If a monster's LP reaches zero, it dies. If a monster chooses to defend the attack, it loses one Defence Crest, and the damage dealt is calculated, using it's DEF value as follow : Protagonist's ATK - victim's DEF = Damage dealt. R. Attacking Your Opponent -------------------------- The goal in Dungeon Dice Monsters is to run a dungeon path from your end of the dungeon to the opponent (positioned on the opposite end), and then to attack him 3 times. Each player has 3 lives (represented by hearts), and they lose a life whenever attacked by an opponent's monster. When all 3 lives are lost, the game is over. S. Winning ---------- Should you win, then congratulations - "YOU GET!" Besides being delightful, the "you get" screen means you've won a new dice, which is shown in the bottom pane, along with it's stats. You'll also unlock your opponent in Free Battle mode, letting you battle them again, any time you want. __ _o_ __ __ _o_ __ \ / \ / \ ( ) / 3. General Strategies \ ( ) / \ / Learn to win, without all the hassle \ / \_/ \_/ Blocking -------- As players need to 'dimension the dice' in order to summon a monster, monsters cannot be summoned unless there is sufficient space in which to dimension the dice. A good tactic to cut off any player at the knees is to use Lv1 monsters to quickly build towards your opponent, and then build sideways, and around the perimeter of his dungeon path, cutting it off. If the dungeon path is cut off, and a player can no longer place new pieces of path, then they cannot summon monsters. This is exceptionally useful against players like Kaiba, who rely on rolling high level monsters, as you can usually block them off, before they have the chance to summon. Defending The Player -------------------- The player's piece can be attacked from 3 sides. To best protect him, build dungeon path 2 blocks to his left and right, so that the opponent can't build in the spaces directly to his left and right. This means he can now only be attacked from 1 space on the board (directly in front of him) - the perfect place to position your strongest defensive monster. Rushing ------- As with most real-time strategy games, the easiest (and cheapest) way of beating your opponent is to over-run them with Lv1 monsters, before they have a chance to summon anything. Stack your dice pool with 7 Lv1 monsters (to create dungeon path as quickly as possible), and 6 Lv3 Monsters (to provide crests, and summon in the event that something goes wrong). From the off, summon s many Lv1 monsters as possible, building a path straight to your opponent's life points. When you get within striking distance of your opponent, start rolling the Lv3s, in order to get movement and attack crests required to kill the opponent. Of course, things can go wrong, so make sure you have one or two powerful Lv3s to call out in an emergency, and beat-down anything your opponent manages to summon. If things go VERY wrong (Someone calls out a Red-Eyes, or an equally powerful monster), then bide your time, let the powerful monster head towards your life points, and then summon a few lv1 monsters, to finish off your opponent, while his monster is too far away to run back and help him. SonicShuffler's Japanese Starter Deck ------------------------------------- Monster Type (T) Lv HP AT DE Cost -------------------------------------------------------------------- Mystical Elf Spellcaster (N) 1 20 10 20 2000 Penguin Soldier Beast (N) 1 10 10 10 Cheap Thousand Dragon Dragon (N) 2 20 30 20 3000* Zoa Spellcaster (N) 3 20 30 20 ???? Metalzoa Spellcaster (N) 4 30 30 30 1500* Twin Headed Dragon Undead (T) 1 20 10 10 Cheap Gator Dragon Dragon (N) 2 30 10 10 Cheap Knight Of Twin Swords Warrior (N) 2 30 10 10 9800 Blast Lizard Beast (N) 2 20 10 10 13000* Thunder Ball Spellcaster(N) 3 30 10 10 13000* Strike Ninja Warrior (N) 3 20 20 10 8800 Magician Dragon Dragon (N) 3 40 20 10 48000 Crocozaurus Beast (N) 4 50 30 20 15000 Mighty Mage Spellcaster (N) 4 50 30 20 6000* Orgoth The Relentless Warrior (N) 3 30 20 20 20000 First, go for Twin Headed (only use the last 10 dice if possible). move him against your LP. Next go for Gator, then Knight of Twin. Then go for Strike/ Thunder. Then go for Orgoth and if you need more monsters go for the rest of the last 10. If you use them all you will have gone through the japanese starter set. Thanks to SonicShuffler92@aol.com for this potent (if expensive) tactic. __ _o_ __ __ _o_ __ \ / \ / \ ( ) / 4. Dice List \ ( ) / \ / Stats & Effects for every dice in the game \ / \_/ \_/ Monster Name ATK Quantities Type Lv Ability LP DEF The 6 Sides Of The Dice The 6 Sides of the dice are represented by an abbreviation of the crest displayed on each individual side. If the dice gives multiples quantities of the same crest when rolled, then the quantity number is displayed above, in brackets : Sum - Summon Crest Mov - Movement Crest Atk - Attack Crest Def - Defence Crest Mag - Magic Crest Tra - Trap Crest The dice are listed in the order they appear on the Dice Select screen, reading left to right. For the sake of clarity, I've used the monsters official names, not the shortened names used in the american version of the game. - Blue-Eyes White Dragon 40ATK (2) (4) Dragon Lv4 Flying 50LP 30DEF Sum Mov Mov Atk Def Mag Mystical Elf 10ATK (2) (4) Spellcaster Lv1 20LP 20DEF Sum Sum Sum Sum Mov Mag Effect : Restores 10LP to all allies (upon dimension) Hitotsu-Me Giant 20ATK (2) (2) Beast Lv2 10LP 10DEF Sum Sum Sum Atk Def Mag Baby Dragon 10ATK Dragon Lv1 Flying 10LP 10DEF Sum Sum Sum Sum Atk Mag Effect : Immune to class-specific effects Ryu-Kishin 10ATK (2) (2) Spellcaster Lv2 10LP 10DEF Sum Sum Sum Mov Atk Atk Feral Imp 10ATK (3) (5) Spellcaster Lv2 10LP 20DEF Sum Sum Sum Mov Atk Def Effect : Prevents all flying (while in play) Winged Dragon, GotF #1 10ATK (2) (3) Dragon Lv2 Flying 10LP 10DEF Sum Sum Sum Mov Mov Def Effect : Prevents all tunneling (while in play) Mushroom Man 10ATK (2) Beast Lv1 10LP 10DEF Sum Sum Sum Sum Atk Mag Shadow Spectar 10ATK (2) Undead Lv1 10LP 10DEF Sum Sum Sum Sum Atk Mag Swamp Battleguard 10ATK (2) (2) Warrior Lv2 20LP 20DEF Sum Sum Sum Mov Atk Tra Effect : Pay one ATK Crest to raise ATK by 10 (upon attacking) Battle Steer 20ATK (3) (4) Beast Lv2 20LP 20DEF Sum Sum Sum Mov Def Tra Flame Swordsman 20ATK (2) (2) Warrior Lv2 20LP 20DEF Sum Sum Sum Mov Mov Atk Time Wizard 0ATK (2) (3) Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Mov Mov Effect : Destroys monster with the least ATK (upon dimension) Right Leg Of Exodia 10ATK (2) (3) (2) Spellcaster Lv3 10LP 0DEF Sum Sum Mov Mov Atk Def Left Leg Of Exodia 10ATK (2) Spellcaster Lv3 10LP 0DEF Sum Sum Mov Atk Def Mag Right Arm Of Exodia 10ATK (2) (3) (4) (2) Spellcaster Lv3 10LP 0DEF Sum Sum Mov Mov Ark Def Left Arm Of Exodia 10ATK (3) Spellcaster Lv3 10LP 0DEF Sum Sum Mov Mov Atk Def Exodia The Forbidden One 20ATK (7) (2) (4) Spellcaster Lv4 20LP 20DEF Sum Mov Mov Atk Def Tra Effect : Automatic win, if all 4 limbs are on the board (upon dimension) Summoned Skull 40ATK (3) (3) Spellcaster Lv4 40LP 20DEF Sum Mov Mov Ark Def Mag Battle Ox 20ATK (2) (2) Beast Lv2 20LP 20DEF Sum Sum Sum Mov Def Mag Beaver Warrior 10ATK (2) (2) Beast Lv1 10LP 10DEF Sum Sum Sum Sum Mov Atk Rock Ogre Grotto #1 10ATK (2) Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Mag Tra Effect : Raises DEF of all Spellcasters by 10 (while in play) Zombie Warrior 10ATK (2) Undead Lv1 10LP 10DEF Sum Sum Sum Sum Atk Def Effect : Raises ATK of all Undead monsters by 10 (while in play) Koumori Dragon 10ATK Dragon Lv2 20LP 20DEF Sum Sum Sum Mov Atk Def Saggi The Dark Clown 10ATK Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Def Tra Effect : Pay 2 DEF crests to reduce damage inflicted to any ally by 10 Dark Magician 40ATK (2) (2) Spellcaster Lv4 30LP 20DEF Sum Mov Atk Def Mag Tra The Snake Hair 10ATK Undead Lv1 10LP 10DEF Sum Sum Sum Sum Atk Mag Effect : Raises DEF of all Undead monsters by 10 (while in play) Gaia The Dragon Champion 40ATK (4) (3) (2) Dragon Lv4 40LP 30DEF Sum Mov Atk Def Mag Tra Gaia The Fierce Knight 40ATK (3) Warrior Lv4 Archery 40LP 20DEF Sum Mov Atk Def Mag Tra Curse of Dragon 20ATK (3) (3) Dragon Lv3 Flying 20LP 20DEF Sum Sum Mov Mov Atk Def Dragon Piper 0ATK Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Def Mag Effect : Limits all dragon monsters to 1 move every 2 turns (while in play) Celtic Guardian 20ATK (3) (3) Warrior Lv2 10LP 10DEF Sum Sum Sum Mov Mag Tra Faceless Mage 20ATK (3) (3) (2) Spellcaster Lv3 10LP 30DEF Sum Sum Mov Mov Atk Def Karbonala Warrior 10ATK (2) Warrior Lv1 10LP 10DEF Sum Sum Sum Sum Mov Tra Effect : Raises ATK of all Warrior monsters by 10 (while in play) Rogue Doll 30ATK Spellcaster Lv3 20LP 20DEF Sum Sum Mov Atk Atk Def Effect: Pay 3 MAG Crests to restore 10 LP to 2 allied monsters (upon dimension) Sangan 10ATK (2) (4) Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Def Mag Killer Needle 10ATK Beast Lv1 Archery 10LP 10DEF Sum Sum Sum Sum Mov Atk Giant Flea 20ATK Beast Lv1 10LP 10DEF Sum Sum Sum Sum Mov Tra Larvae Moth 20ATK Beast Lv1 20LP 20DEF Sum Sum Sum Sum Mov Def Great Moth 20ATK (2) Beast Lv3 40LP 30DEF Sum Sum Mov Mov Atk Def Kuriboh 10ATK (4) (2) Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Atk Def Mammoth Graveyard 10ATK (5) (2) Beast Lv1 Tunnel 10LP 10DEF Sum Sum Sum Sum Mov Mag Effect : Raises ATK of all Beast monsters by 10 (while in play) Harpie Lady 10ATK (3) Beast Lv2 Flying 20LP 10DEF Sum Sum Sum Mov Mov Mag Effect : Pay 3 MAG Crests to destroy 1 tunneling monster (upon dimension) Harpie Lady Sisters 20ATK (2) (3) (2) Beast Lv3 20LP 20DEF Sum Sum Mov Atk Def Tra Effect : Pay 4 MAG Crests to destroy all tunnelling monsters (upon dimension) Perfectly Ultimate 40ATK (4) (2) (2) Beast Lv4 Flying 40LP 40DEF Sum Mov Atk Def Tra Tra Thousand Dragon 30ATK (2) (7) Dragon Lv2 20LP 20DEF Sum Sum Sum Mov Atk Def Jellyfish 10ATK (2) Beast Lv1 10LP 10DEF Sum Sum Sum Sum Mov Mag Effect : Raises DEF of all Beast monsters by 10 (while in play) Cocoon of Evolution 10ATK (3) Beast Lv2 20LP 40DEF Sum Sum Sum Atk Mag Tra Giant Rock Soldier 10ATK (2) (2) Spellcaster Lv2 20LP 30DEF Sum Sum Sum Mov Def Tra Effect : Pay 2 MAG Crests to destroy one obstacle from the board Red-Eyes Black Dragon 40ATK (2) (2) (2) (2) Dragon Lv4 Flying 30LP 20DEF Sum Mov Atk Def Mag Tra Castle of D. Magic 10ATK Spellcaster Lv2 20LP 20DEF Sum Sum Sum Mov Def Def Effect : Pay 2 DEF Crests to reduce damage by 20 (when attacked) Metal Guardian 10ATK Spellcaster Lv2 20LP 30DEF Sum Sum Sum Mov Atk Def Mystic Horseman 20ATK (2) Beast Lv2 40LP 10DEF Sum Sum Sum Mov Atk Def Effect : Pay 1 MAG Crests to increase own ATK by 10 (once per turn) Rabid Horseman 30ATK (2) (2) Beast Lv3 40LP 20DEF Sum Sum Mov Atk Def Mag Effect : Pay X ATK crests to increase own attack by X0 (during own attack) Clown Zombie 10ATK (2) (4) Undead Lv1 Tunneling 10LP 10DEF Sum Sum Sum Sum Mov Tra Effect : Immune to class-specific effects Pumpking the King of Ghosts 20ATK (2) (3) (2) Undead Lv3 30LP 30DEF Sum Sum Mov Atk Def Mag Effect : Pay 3 DEF Crests to reduce damage by 30 (when attacked) Battle Warrior 20ATK Warrior Lv1 Archery 20LP 10DEF Sum Sum Sum Sum Atk Mag Effect : Add 1 ATK Crest to crest pool (upon dimension) The 13th Grave 0ATK (7) Undead Lv2 Tunneling 10LP 10DEF Sum Sum Sum Mov Atk Mag Effect: Pay 2 MAG Crests and sacrifice this monster to remove 10LP from 1 enemy Petit Dragon 10ATK Dragon Lv1 10LP 10DEF Sum Sum Sum Sum Atk Tra Effect : Rause ATK of all Dragons by 10 (while in play) Aqua Madoor 10ATK (2) Spellcaster Lv1 10LP 20DEF Sum Sum Sum Sum Atk Tra Black Skull Dragon 40ATK (3) (3) Dragon Lv4 Flying 40LP 40ATK Sum Mov Atk Atk Def Mag Beautiful Headhuntress 10ATK (4) (2) Warrior Lv3 20LP 10DEF Sum Sum Mov Def Def Mag Yaranzo 10ATK (2) Undead Lv2 20LP 10DEF Sum Sum Sum Mov Atk Def Effect: Trade 3 crests in your pool for any one specific crest (upon dimension) Kanan the Swordmistress 20ATK (2) Warrior Lv2 10LP 10DEF Sum Sum Sum Mov Def Def Stuffed Animal 10ATK (2) Warrior Lv1 10LP 10DEF Sum Sum Sum Sum Mov Def Three-legged Zombies 20ATK (4) Undead Lv1 10LP 10DEF Sum Sum Sum Sum Atk Def Flying Penguin 10ATK Beast Lv2 10LP 10DEF Sum Sum Sum Def Mag Tra Millenium Shield 0ATK (3) (3) (4) Warrior Lv3 10LP 40DEF Sum Sum Mov Atk Atk Def Effect : This monster cannot move Black Luster Soldier 40ATK (2) (2) Warrior Lv4 50LP 30DEF Sum Mov Atk Def Mag Tra Fiend's Mirror 10ATK (2) (2) Spellcaster Lv2 10LP 10DEF Sum Sum Sum Atk Def Tra Jirai Gumo 10ATK (6) Beast Lv1 Tunneling 20LP 10DEF Sum Sum Sum Sum Def Mag Sanga of the Thunder 30ATK (3) (3) Spellcaster Lv4 30LP 30DEF Sum Mov Mov Atk Def Tra Effect : Pay 3 TRA crests, to shift damage to an ally (when attacked) Kazejin 30ATK (3) (2) Spellcaster Lv4 30LP 30DEF Sum Mov Atk Def Mag Tra Effect : Pay 3 TRA crests, to shift damage to an ally (when attacked) Suijin 30ATK (2) Beast Lv4 30LP 30DEF Sum Mov Atk Def Mag Tra Effect : Pay 3 TRA crests, to shift damage to an ally (when attacked) Gate Guardian 40ATK (2) (2) (3) (2) Warrior Lv4 40LP 40DEF Sum Mov Atk Def Mag Tra Effect : Pay 3 TRA crests, to shift damage to an ally (when attacked) Ryu-kishin Powered 30ATK (2) Spellcaster Lv2 20LP 20DEF Sum Sum Sum Mov Atk Def Blue-Eyes Ultimate Dragon 50ATK (2) Dragon Lv4 60LP 40DEF Sum Mov Atk Def Mag Tra Effect : This monster can only move 1 square per turn Parrot Dragon 10ATK (2) Dragon Lv1 Flying 10LP 10DEF Sum Sum Sum Sum Mov Tra Effect : Raise DEF of all Dragons by 10 (while in play) Mystic Lamp 10ATK Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Mag Mag Effect : Raise ATK of all Spellcaster monsters by 10 (while in play) Pendulum Machine 20ATK (3) Spellcaster Lv3 20LP 30DEF Sum Sum Mov Atk Mag Tra Zoa 30ATK (4) (2) Spellcaster Lv3 20LP 20DEF Sum Sum Mov Atk Def Def Metalzoa (8) (8) (4) Spellcaster Lv4 30LP 30DEF Sum Mov Atk Def Mag Tra Dancing Elf 20ATK Warrior Lv1 20LP 10DEF Sum Sum Sum Sum Atk Mag Man-eater Bug 10ATK (2) Beast Lv1 10LP 10DEF Sum Sum Sum Sum Mov Atk Gemini Elf 40ATK (3) (4) Spellcaster Lv3 10LP 10DEF Sum Sum Mov Atk Def Tra Skelengel 10ATK Warrior Lv1 10LP 10DEF Sum Sum Sum Sum Mov Mag Effect : Raise DEF of all Warrior monsters by 10 (while in play) Hane-Hane 10ATK (4) Beast Lv1 10LP 10DEF Sum Sum Sum Sum Def Mag Penguin Soldier 10ATK (2) (3) Beast Lv1 10LP 10DEF Sum Sum Sum Sum Mov Mov Twin-headed Thunder Dragon 40ATK (2) (2) (2) Dragon Lv3 20LP 20DEF Sum Sum Mov Atk Mag Tra Witch's Apprentice 10ATK (2) Spellcaster Lv1 10LP 10DEF Sum Sum Sum Sum Mov Tra Meteor Dragon 20ATK (3) (4) Dragon Lv3 30LP 30DEF Sum Sum mov Mov Def Mag Meteor B. Dragon 40ATK Dragon Lv4 Flying 30LP 20DEF Sum Mov Atk Def Mag Tra Dokurorider 20ATK (2) (2) Undead Lv3 20LP 20DEF Sum Sum Mov Atk Def Mag Magician of Black Chaos 40ATK (2) Spellcaster Lv4 40LP 30DEF Sum Mov Atk Def Mag Tra Slot Machine 20ATK (2) (2) Spellcaster Lv3 30LP 20DEF Sum Sum Mov Atk Def Tra Red Archery Girl 10ATK (2) Warrior Lv1 10LP 10DEF Sum Sum Sum Sum Mov Def Dark-eyes Illusionist 10ATK (2) (2) (3) Spellcaster Lv4 10LP 10DEF Sum Mov Atk Def Mag Tra Effect : Pay 5 TRA crests to negate an attack or effect on 1 ally Relinquished 0ATK (3) White Lv1 10LP 0DEF Sum Sum Sum Sum Def Tra Effect: Pay 10 TRA crests and sacrifice this monser to steal 1 enemny monster Thousand-eyes Restrict 10ATK (2) (2) (5) Spellcaster Lv4 10LP 10DEF Sum Mov Atk Def Mag Tra Effect : Pay 8 TRA crests to gain control of 1 foe, for the rest of the turn Lord of D 10ATK (2) Spellcaster Lv2 10LP 10DEF Sum Sum Sum Mov Atk Mag Effect : Protects all Dragons (while in play) Red-Eyes Black Metal Dragon 40ATK (2) (3) (2) Dragon Lv4 Flying 30LP 40DEF Sum Mov Atk Def Mag Tra Barrel Dragon 30ATK (6) (2) (2) Dragon Lv4 40LP 30DEF Sum Mov Def Mag Tra Tra Jinzo 10ATK (3) (2) Warrior Lv3 10LP 10DEF Sum Sum Mov Atk Def Tra Dark Magician Girl 20ATK Spellcaster Lv3 20LP 10DEF Sum Sum Mov Atk Def Tra Effect: Inherits the ATK and DEF of all destroyed Spellcaster monsters Twin-Headed Dragon 10ATK (2) Undead Lv1 Tunneling 10LP 10DEF Sum Sum Sum Sum Def Mag Effect : All 1 TRA crest to your crest pool (upon dimension) Gator Dragon 10ATK Dragon Lv2 30LP 10DEF Sum Sum Sum Mov Def Tra Effect : Pay X DEF to reduce the damage of an attack by 10X Blast Lizard 10ATK (4) Beast Lv2 20LP 10DEF Sum Sum Sum Atk Def Tra Effect : Pay 3 TRA crests to destroy 1 LvX monster. Gain X MAG crests Knight Of Twin Swords 10ATK Warrior Lv2 30LP 10DEF Sum Sum Sum Mov Atk Def Effect : Pay 1 MOV crest to move 2 spaces. Attacks upto 3 times per turn Thunder Ball 10ATK (3) (2) (2) Spellcaster Lv3 30LP 10DEF Sum Sum Mov Mov Atk Def Effect : Pay 3 TRA crests to destroy 1 LvX monster. Gain X MAG crests Magician Dragon 20ATK (4) (3) Dragon Lv3 40LP 10DEF Sum Sum Mov Atk Def Def Effect : Pay 3 TRA crests to add enemy's DEF to own DEF Effect : Pay 3 MAG crests to destroy everything within a 3x3 grid Strike Ninja 20ATK (3) Warrior Lv3 20LP 10DEF Sum Sum Mov Mov Atk Def Effect : Move 3 squares per MOV crest Effect : Pay 2 TRA crest to protect self from attacks and effects Mighty Mage 30ATK (4) (4) Spellcaster Lv4 50LP 20DEF Sum Mov Mov Atk Mag Tra Effect : Pay 1 MAG crest to attack an enemy 2 squares away Crocozaurus 30ATK (2) (3) Beast Lv4 50LP 20DEF Sum Mov Atk Def Mag Tra Effect : Pay X ATK crests to raise ATK by 10X (upon attack, 3 times per turn) Orgoth The Relentless 20ATK (3) (2) Warrior Lv3 30LP 20DEF Sum Sum Mov Mov Atk Def Effect : Pay 2 MAG crests to raise ATK by 10 - Medical Aid Kid (5) Item Lv2 Sum Sum Sum Mov Atk Tra Effect : Restores 20LP to a monster Exploding Disc (2) (3) (2) (2) Item Lv3 Sum Sum Mov Mov Def Mag Effect : Removes 20LP from a monster Time Machine Item Lv1 Sum Sum Sum Sum Def Tra Effect : Returns a monster to it's last location Energy Disc (3) (4) Item Lv1 Sum Sum Sum Sum Mov Mov Effect : Raises a monster's ATK by 20 Trap Bandit Item Lv1 Sum Sum Sum Sum Mov Tra Effect : Destroys one TRA crest in player's crest pool Declaration of Despair (2) Item Lv1 Sum Sum Sum Sum Mov Mag Effect : Destroys one MAG crest in player's crest pool Gluminizer (2) (2) Item Lv2 Sum Sum Sum Mov Atk Def Effect : Doubles movement costs of all monsters Resurrection Scroll (2) (2) Item Lv2 Sum Sum Sum Mov Mag Tra Effect : Resurrects 1 destroyed monster Warp Vortex Item Lv3 Sum Sum Mov Atk Def Tra Effect : Transports monster to another Warp Vortex Crater Creator (4) (2) (4) Item Lv4 Sum Mov Atk Atk Def Mag Effect : Destroys all monsters in the dungeon - Name Changes Changes made by Konami Of America in translating this game. Official names are based on the american Upper-Deck trading cards. Not all the monsters featured in this game have appeared in the american trading card game yet, so they've been ommited, since I have no idea what their official names are going to be. Offician Name American DDM Name ----------------------------------------------------- Blue-Eyes White Dragon : B.eye White Dragon Left Arm Of The Forbidden One : L Arm of Forbidden Left Leg Of The Forbidden One : L Leg of Forbidden Right Arm Of The Forbidden One : R Arm of Forbidden Right Leg Of The Forbidden One : R Leg of Forbidden Exodia The Forbidden One : Exod. of Forbidden Red-Eyes Black Dragon : Red-eyes B. Dragon Castle Of Dark Illusions : Castle of D. Magic Fairy's Hand Mirrror : Fiend's Mirror Blue-Eyes Ultimate Dragon : B.eye Ultimate Dragon Red-Eyes Black Metal Dragon : R.eye B. M. Dragon Dark Magician Girl : D.Magician Girl __ _o_ __ __ _o_ __ \ / \ / \ ( ) / 5. Characters \ ( ) / \ / Information on each character, their dice, and stratefies \ / \_/ \_/ Due to it's comprehensive nature, the character list will be updated slowly, with each update. Each character's profile takes the following form : Name (Japanese Name) Quote Dice Pool : The 15 dice that the character uses in the game. Certain players (HONDA!) sometimes have more than 15 dice in their pool, many of which are never actually used in battle. The dice listed here are the dice I've actually seen them use. Information / Strategy - Yami Yugi (Dark Yugi) "Heh... Give it your best shot!" Dice Pool : Mystical Elf, Kuriboh, Mammoth Graveyard, Beaver Warrior, Winged Dragon #1, Koumori Dragon, Celtic Guardian, Feral Imp, Curse of Dragon, Millenium Shield, Dark Magician Girl, Thunder Ball, Strike Ninja, Warp Vortex, Dark Magician King Of Games he may be, but his dice pool is sadly lacking. By the time you get to play Yami, your dice should easily beat down his rather under-powered Lv3s. The ONLY Lv4 to worry about is Dark Magician, which he somehow manages to get out near the end of every duel, no matter how many rules he has to break, in order to summon an Lv4 monster, with only one Lv4 dice in his pool. While Dark Magician isn't a pushover, Yami's real ace in the hole is the Millenium Shield, which he'll summon as soon as possible, and place infront of his life points. The best way to deal with it is to rush him, and either beat down the shield before he can amass defence crests, or build dungeon path around the shield, to attack his life points from the sides. - Yugi Muto (Yugi Mutou) "I can do this by myself! Here I come!" Mystical Elf, Kuriboh, Beaver Warrior, Petit Dragon, Knight Of Twin Swords Sangan, Thunder Ball, Warp Vortex, Fiend's Mirror, Strike Ninja, Feral Imp Witch's Aprentice, Shadow Specter, Rabid Horseman, Medical Aid Kit. As you might expect, Yugi is a total pushover, existing soley for the purpose of losing to you, on a consistant basis. Take in whatever dice you want, and prepare for a few laughs, as Yugi spawns his Medical Aid kit right next to one of your monsters, and instructs his monsters to attack targets they can't possibly beat. You may as well build directly to his life points, then sit back as Yugi does his best to kill himself. In fact, it's so easy, you might want to challenge him in Free Duel a few times, for that Knight Of Twin Swords he has residing in his otherwise under-powered Dice Pool.. - Joey Wheeler (Katsuya Jounouchi) "Gosh dang it, you came back again? You can't beat me this time!" Baby Dragon, Red Eyes, Thousand Dragon, Time Machine, Time Wizard Flame Swordsman, B. Skull Dragon, Knight Of Twin Swords, Skelengel Battle Warrior, Meteor B Dragon, Trap Bandit, Mystic Horseman Petit Dragon, Penguin Knight Rush him with low-level, non-flying monsters, and try to kill him before he gets enough MOV crests to do anything with Red-Eyes. He's going to plough through any defence you manage to construct, so don't even think about trying to stop him... That said, Jounouchi tends to put everything into his Lv4 monsters, so if you ARE capable of taking one of them down, he usually has to wait a few dozen turns, before he gets another one out, meaning that if you CAN take down Red-Eyes, you'll probably coast to an easy victory, since he doesn't play with any tricks up his sleeve. Getting Red-Eyes becomes a must later on, so once you unlock Jounouchi, it might be worth playing him a few times in Free Duel, in order to get one of your very own - Tristan Taylor (Hiroto Honda) "All right, let's get this show rolling!" Swamp Battleguard, Koumori Dragon, Battle Steer. Resurrection Scroll Blast Lizard, Feral Imp, Ryu-Kishin, Kuriboh, Mystic Lamp, Hitotsu-Me Giant Zombie Warrior, Hane-Hane, Petit Dragon, Knight Of Twin Swords, Shadow Specter Mushroom Man, Flame Swordsman, Medical Aid Kit While calling him 'formiddable' would be a stretch too far, Honda's DDM incarnation isn't as much of a push-over as you might expect. He's packing a dozen Lv2 Dice, and he's pretty good at blocking his heart points, which means rushing him isn't going to be pretty. Honda's 2 favorite dice are the Seamp Battleguard and Battle Steer, so expect to see them come out first in every game, and if your rushing, make sure you've got something that can take them down, since you WILL run into them, no matter how fast you move. Interestingly, Honda has an INSANE ammount of dice, although he only ever summons 15 - the rest of them only get rolled for crests, or given away as prizes. It might be worth battling him a few times if you're after a Medical Aid Kit, or the elusive Resurrection Scroll. - Tea Gardner (Anzu) "If my dreams are to come true, I can't afford to lose here!" Dancing Elf x2, Petit Dragon x2, Skelengel x2, Penguin Soldier, Kuriboh Beaver Warrior, Parrot Dragon, Jellyfish, Kanan The Swordmistress Mystical Elf, Baby Dragon, Mystic Lamp, Red Archery Girl, Witch's Apprentice Anzu's army of choice consists entirely of Lv1 monsters, which means lots of monsters on the board, very quickly. The good news (from your point of view) is that all these monsters absolutely suck, and shouldn't present you with any problems. Another upside of the low-level monsters is that Anzu hardly ever has any crests, and has a tough time rolling any, due to her low level dice. To her credit, Anzu's one effective tactic is that with 10 monsters on the field at once, her Skelengel and Petit Dragons work well, in powering up themselves, and her other monsters, since she can often manage to get 4 monsters of the same type out on the field incredibly quickly. The strategy here is simple. Sit back, relax, and call out your strongest monsters. Keep rolling for crests, until Anzu is done summoning her army, and then stroll along her dungeon path, slaughtering them as you go. - Full Character List Since the above is never going to get completed, and a few people were wondering if their favorite character can be unlocked, here's a complete list. Note : This list uses the character names form the ENGLISH version, many of which were made up by Konami of America, and don't reflect the names of the characters in the Manga, or the 4Kids anime dub. Yami Yugi Yugi Muto Joey Wheeler Tristan Taylor Tea Gardner Bakura Mai Valentine Duke Devlin Seto Kaiba Maximillion Pegasus Mako Tsunami Espa Roba Weevil Underwood Rex Raptor Bonz Bandit Keith The Puppeteer Panik Para Dox Seeker (Rare Card Hunter) Arkana (Pandora) Strings Lumis Umbra Shadi Yami Bakura Ishizu Ishtar Marik Ishtar Idion (Rishid) Sindin the Clown Grandpa Mokuba Kaiba Demitrius the Bully (Lishio) AD Archie Director Lucius Lint Greendale Fender Shrill Jackpot Fortuno Kreiger Miss Madusa Melody Scorpion Shoes owner Venom A Venom B Venom C Diesel Kane Kane Minion A Kane Minion B Kane Minion C Kane Minion D Kane Minion E Kane Minion F Curator Adriel Wainwright Professor Jeremy Harrison Beluga The Greendale Zompire Thug A Thug B Thug C Egger Baldwin Feng Long Cedric Charlie Gale Bickford Gage Snipes Crosshair Kaiba's Butler Chopman Yugi's Mother Anton Periwig Game Show Producer Stringer Tick-Tock Damien Draco Nibbles Mr Titus Serenity Wheeler Croquet Kemo Jonny Step The Merchant Paradox Norman Lloyd Roger Andrea Diana Paul Ryan Jill (YAY!) Doris - __ _o_ __ __ _o_ __ \ / \ / \ ( ) / 7. Credits / Contact \ ( ) / \ / About Me \ / \_/ \_/ FAQ written by Tyma (@tglmax.com) Tyma would like to thank : Shdwrlm3 (My spiritual leader, paragon of virtue, and treasured friend) Cat (Keeping me interested in Yugioh, by owning me on a regular basis) Mr Seahouse, Card, Taylor and Shingog (for playing The Magical Poker Game) YuGiOhRealms.com (A great community, and an invaluable YGO resource) SonicShuffler@aol.com (Providing battle strategy) - Document (c)2002 Tyma. This FAQ is now officialy Public Domain property. Feel free to steal, rip-off, reprint or just generaly abuse all the information contained within. I would appreciate it if you credited me for the hours of work put into this FAQ, but it's not like your going to lose sleep over it, or anything.