Yu-Gi-Oh! Duel Monsters 5: Expert 1 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Yu-Gi-Oh! Duel Monsters 5: Expert 1 - Strategy Guide (Page 01).
Yu-Gi-Oh! Duel Monsters 5
FAQ Version 2.9
Created by: Tiger’s Inc. (gamefaqs user: themaster)
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This is my first FAQs that I hope will help you as much as possible. If you would like to contribute anything to this
FAQs, please e-mail me at: tigerstamers@yahoo.com. I will added to my FAQs as soon as possible and give you full credit to
your contribution. Also, you can get most of the stuffs on this FAQs at my site at: There are
pictures at my site with descriptions of the cards. Not all the cards are up but there are a lot. Check my site for more daily
uppdates.
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Updates
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-Boy, have a got a great treat for you guys. I added a deck by Tsai Chen Lin, who finished third int he Japanese Duel Monsters
Tournament. To some of you, third might not seem great but think of how many contestants there were. That was not the
only deck added so check it out at the decks.
-A huge update on decks as many more were added. Also, more cards info were added as usual and more fusion stuffs.
-Another character deck was added as well as more card info and another player's deck. I also would like to request that if
anybody have anything they want to send it, please send it to me at: tigerstamers@yahoo.com
-I added another section today called the Characters' Deck. Like the name suggest, it contains the cards that the characters
in the TV show have. I also have made so fixes to the card informationa and added more.
-Apprantly last time I made a mistake on who gave me the duel tactics. It was neofan12s'. I also added more fusion
informations. Also, to all the people that helped, if I made any other mistakes, please let me know so I can fix it.
-A whole new section was added. This section was created by nbaplayer03. Also, more cards info were added along with many
other small things.
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Content
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1) Rules and Gameplay
2) Cards List
3) Cheats
4) Passcodes
5) Decks
6) Nbaplayer03 Levels & Packs
7) Neofan12s' Duel Tactics
8) Caladbolg Fusion Chart
9) Charaters' Deck
10) Credits
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1) Rules and Gameplay
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Like everything else, there are rules that you must follow to play this game. Below are the rules to playing this game as
wells as some gameplay information.
~~~~~~~~~
Gameplay
~~~~~~~~~
Objective: The object of the Yu-Gi-Oh! TRADING CARD GAME is to win a Match against your opponent. A single Match consists of
3 Duels. Each card battle against an opponent in which a win, loss, or draw is determined is referred to as a Duel.
Win: The player who: 1) Is the first to win 2 Duels in a Match or 2) Has 1 win and 2 draws, is declared the WINNER.
Draw: If the Duel results are: 1) 1 win, 1 loss and 1 draw or 2) 3 draws, the match is considered a DRAW.
Winning the Duel: The outcome of a Duel is decided according to the following Official Rules:
1) Each player begins a Duel with 8000 Life Points.
2) Life Points decrease as a result of damage calculation after battle. You win a Duel if you reduce your opponent’s Life
Points to 0. If your opponent reduces your Life Points to 0, YOU lose!
3) If you and your opponent both reach 0 Life Points at the same time, the Duel is declared a DRAW.
4) If either player’s Deck runs out of cards during a Duel, the first player unable to draw a card is declared the LOSER.
Bearing this in mind, a good duelist should make every card count.
5) If at any time during the Duel you hold all the following cards in your hand, you instantly win the Duel:
• Right Leg of the Forbidden One
• Left Leg of the Forbidden One
• Right Arm of the Forbidden One
• Left Arm of the Forbidden One
• Exodia the Forbidden One
Preparation: The Starter Deck contains all the cards you'll need to challenge an opponent to a Duel. Following you'll find
basic rules for preparing your Deck:
1) The Deck used for dueling should contain a minimum of 40 cards. Aside from this minimum limit, your Deck can contain
as many cards as you like.
2) In addition to your dueling Deck, you can also have 15 additional cards in a separate pile known as the Side Deck. The
Side Deck allows you to modify your Deck to better suit your strategy during a Match.
3) Between Duels, you can exchange any card from your Side Deck with any card in your Deck - as long as you end up with
the same number of cards that your Deck began the Match with.
4) The Side Deck you create must contain exactly 15 cards at the beginning of a Match. In other words, if you don't have
enough cards to create a 15 card Side Deck, you cannot use one at all.
5) In any Match, the Deck and Side Deck combined cannot contain more than 3 copies of the same card. Also, be aware of
Forbidden and Limited Cards.
Playing the Game: In accordance with the Official Rules, a Duel is conducted in the following manner:
1) Before you start a Duel, greet your opponent with a friendly handshake.
2) Both players shuffle their respective Decks and hand them to their opponent to shuffle. The Decks are then returned
to their owners and placed face-down in their respective Deck Zones on the Duel Field.
3) When using Fusion Monster Card(s), place the card(s) face-down on the Fusion Deck Zone of the Duel Field. A Fusion
Deck is a card or a group of cards consisting only of Fusion Monsters formed by fusing 2 or more monsters during a
Duel (Fusion Monsters). The cards of the Fusion Deck are NOT counted in the 40 cards minimum limit of the Deck.
4) Show your opponent that your Side Deck contains exactly 15 cards (the cards may be counted face-down). When your Side
Deck cards are exchanged with those in your Deck, count the cards of your Side Deck with your opponent once again to
verify that the Deck still contains the same number of cards.
5) For the first Duel in a Match, decide who starts first with a coin toss. For subsequent Duels in the Match, the loser
of the previous Duel decides who starts first.
6) Finally, each player draws 5 cards from the top of their respective Decks. Once both players have 5 cards in their
hand, the Duel begins, following the rules in Phases of Gameplay. Before you learn how a Yu-Gi-Oh! turn proceeds, it
is important to fully understand the Duel Field and game cards. Understanding how each type of card works will help
you plan strategies to ensure that you will emerge from the Match victorious!
Manners: Remember the following codes of conduct when facing an opponent:
1) Always declare each move in a loud, clear voice before you execute any play.
2) Your opponent is entitled to know the contents of your Graveyard and the number of cards in your hand. If asked, you
are obligated to answer truthfully.
3) Never touch an opponent's cards without asking permission.
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The Cards
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There are three main types of cards. Each on which is divided further into subcategories. Below is the list:
Monster Cards: A Monster Card is the basic card used to attack your opponent. Monster Cards are categorized by Type and
Attribute. There are 20 different Types and 6 different Attributes. Type and Attribute affect each monster’s
ability to Attack and Defend. The overall strength of a monster is indicated by its Level (the number of stars
at the upper right of the Monster Card). A Monster Card is color-coded YELLOW. Monsters cards are also split
into different sections with Normal, Fusion, Ritual, and Effect Monsters.
Types: Dragon, Spellcaster, Zombie, Warrior, Beast-Warrior, Beast, Winged Beast, Fiend, Fairy, Insect, Dinosaur, Reptile,
Fish, Sea Serpent, Machine, Thunder, Aqua, Pyro, Rock, and Plant.
Attributes: Earth, Water, Fire, Wind, Light, and Dark.
Normal: They are the plain regular monsters.
Fusion: These use 2 or more Monster Cards together with the Magic Card "Polymerization" to create a new monster, represented
by a Fusion Monster Card. Each Fusion Monster Card also lists the monsters necessary to create it (Fusion-Material
Monsters), and is further identified as "Fusion" next to its Type. The color of a Fusion Monster Card is VIOLET. A
Fusion Deck is a group of Fusion Monster Cards that result from a successful Fusion. When a Fusion is performed,
Fusion Monsters are not randomly drawn, but selected from the Fusion Deck. The Fusion Deck should always be kept
separate from the Deck, and placed face-down in the Fusion Deck Zone of the Duel Field. Remember that the cards of
the Fusion Deck are NOT counted in the 40 card minimum limit of the Deck.
Ritual: Ritual Monster Cards are an exciting twist to Yu-Gi-Oh! gameplay. A Ritual Monster Card is a special monster that can
be summoned onto the field only when you have a designated Ritual Magic Card and the Monster Cards required to fulfill
the conditions described on the Ritual Magic Card as a Tribute, either on the field or in your hand. Ritual Monster
Cards are color-coded BABY-BLUE. Ritual Monster Cards are included in the Deck, NOT the Fusion Deck. Therefore, they
are counted in the 40 card minimum limit of the Deck.
Effect: Monster Cards that possess magical effects are referred to as Effect Monster Cards. For details regarding the effects,
refer to the instructions printed on each individual card. Effect Monster Cards are color-coded ORANGE.
Trap Cards: You can Set these cards on the field and activate them at any time after the start of your opponent’s next turn.
Trap Card types are identified by the card there icons. Trap Cards are color-coded PURPLE. Like Monsters, there
are many types of trap cards. They are Normal, Continuous, and Counter.
Normal: A normal Trap Card has no icon. Once activated, this type of card is destroyed.
Continuous: These cards remain on the field once they are activated and their effect continues until they are destroyed or
removed. There is often a cost involved to maintain the effect of this type of Trap Card.
Counter: These Trap Cards are activated in response to the Summon of monsters or to neutralize the effects of Magic or Trap
Cards. Once activated, this type of card is destroyed.
Magic Cards: There are several types of Magic Cards. Magic Cards can only be played during a Main Phase. The only exception
to this rule is a Quick-Play Magic Card. Magic Card types are identified by the card icons listed. Magic cards
are color-coded GREEN. Like the other cards, they are split into Normal, Continuous, Equip, Field, Quick-Play,
and Ritual.
Normal: Once their magic is activated these cards are destroyed. Like the "Dark Hole" card, they are often very powerful.
Continuous: These cards remain on the field once they are played and their magic effect continues until they are destroyed or
removed. There is often a cost involved to maintain the effect of this type of Magic Card.
Equip: These cards allow you to modify the strength of monsters. When playing this card to the field, place it so that it
overlaps with the Monster Card that you wish to equip. Usually, this card can only be used with monsters that are
face-up on the field. However, you may equip either your own OR your opponent’s Monster Cards with Equip Magic Cards.
In some cases, certain monsters cannot be equipped with these cards (refer to the individual card’s text). One monster
can be equipped with several Equip Magic Cards. However, Equip Magic Cards count towards your 5-card Magic & Trap Card
limit (even cards attached to an opponent’s monster), so be sure to use them wisely.
Field: These cards are used to alter the conditions on the field and modify the Attack and Defense capabilities of monsters.
They are placed in the Field Card Zone and are NOT included in the Magic & Trap Zone’s 5-card limit. They may be placed
face-down in the Field Card Zone, but will not be activated until flipped face-up. There can only be 1 active Field
Magic Card on the field at any given time between both players. When a new Field Magic Card is activated, the previous
active card is sent to the Graveyard. Also, if a Field Magic card is destroyed and there are no active Field Magic Card
on the field, the field returns to the original state that it was at the beginning of the game. If a player’s Field
Magic Card is Set when an active Field Magic Card is destroyed, the Set card does not automatically activate. Field
Magic Cards can only be activated by a player, but never during an opponent’s turn.
Quick-Play: Aside from the Main Phase, this type of card can be activated during the Battle Phase. Also, if you have this card
Set on the field, you can activate it during your opponent’s turn.
Ritual: These card are needed to summon a Ritual Monster. After the Ritual Monster Summon, it is destroyed together with the
required Tribute monster(s).
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2) Card List
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Below is the card list for the cards that are in this game. Due to that I don't know Japanese either, I can only put up
information I know. Every card will be up with a little description of it if I have any. There are 928 cards in this game with 3
God Cards that can't be use. In DM7, as far as I hear, you will be able to use it but until then, we will just have to wait.
Card # | Name | Attack/Defense (Star) | Description
001 13th Buried Person 1200/900 (3) A zombie that suddenly appeared from plot #13 - an empty grave.
002 2-Person 3-Legged Zombie 1100/800 (3) If you look at it, it looks like it has lost a leg so it onyl has
2.
003 30,000 Years White Turtle 1250/2100 (5) A very only turtle with very strong defense.
004 7-Card Magic Card I don't know what it does but it has 3 cards with a 7 in it.
005 DNA ? Trap Card I don't know what it does but it has some doctors looking to do an
an operation.
006 UFO Turtle 1400/1200 (4) A tutle with a shell that looks like it is from outerspace.
007 Armor Lizard 1500/1200 (4) A Lizard with a very strong armor.
008 Armor Starfish 850/1400 (4) A bluish starfish with a solid hide capable of fending off attacks.
009 Armail 700/1300 (3) A strange warrior who manipulates three deadly blades with both
hands and his tail.
010 Iron Heart 1700/1400 (5) A machine with all kind of weapons sticking out of it.
011 ? 800/1300 (3) You may sacrifice one of your monsters on the field and boost this
monsters attack power by 700 until the end of your turn.
012 Raimundos 1200/1300 (4) A bull with a sword made out of fire.
013 Aqua Snake 1050/900 (3) More like a worm.
014 Aqua Dragon 2250/1900 (6) A strong and powerful dragon with the color of aqua.
015 Aqua Madol 1200/2000 (4) A wizard of the waters that conjures a liquid wall to crush any
enemies that oppose him.
016 ? Trap Card I don't what it does but it looks like a fairy with a blue back-
ground.
017 Unknown Warrior of Fiend 1000/500 (3) The speed of this warrior creates an intense vacuum that can
slice through a monster's hide.
018 ? Magic Card I don't know what it does but it has a pick mirror.
019 Demon Kiss Magic Card The equipped monster's attack power is increased by 700. If this
card is destroyed while its effect is taking place, you have
the option of sacrificing 500 Life Points in order to have
this card put on top of your deck.
020 ? Trap Card I don't know what it does but something like a bat holding a die.
021 ? 1250/800 (3) Whenever this monster changes from attack mode to defense mode, your
deck is shuffled.
022 Demon Scout 650/500 (2) Your opponent gets to draw three cards, discarding any magic cards
that they draw.
023 Exile of the Wicked Magic Card Destroy all fiend monsters on the fiend.
024 Assassin 1700/1200 (5) A silent and deadly warrior specializing in assassinations.
025 ? Magic Card I don't know what it does but it has some kind of blue zombie
rising with a stick.
026 Acid Crawler 900/700 (3) A worm-like creature with a low attack and defense.
027 Axe Raider 1700/1150 (4) A strong warrior with good attacking power.
028 Fiend Reflexion #1 1300/1400 (4) It draws the foes into the mirror as the attack.
029 Reverse Trap Trap Card All increases and decreases to ATK and DEF are reversed for
the turn in which this card is activated.
030 Amoeba 300/350 (1) Should your opponent get control of this monster, they are dealt
2000 damage to their Life Points.
031 Arlownay 800/1000 (3) A green imp not not wearing any clothes.
032 Darkfire Dragon 1500/1250 (4) A fusion of Firegrass and Petit Dragon with a medium attack.
033 Gaia, The Fierce Knight 2300/2100 (7) A knight whose horse travels faster than the wind. His battle-
charge is a force to be reckoned with.
034 Blackland Fire Dragon 1500/800 (4) Dark dragon with poor eyesight.
035 Dark Titan of Terror 1300/1100 (4) A fiend said to dwell in the world of dreams, its attack enemies
in their sleep.
036 Undead Warrior 1200/900 (3) A skeleton that came back to live with a good attack for its level.
037 Ammo Knight 1000/1200 (4) An elf dressing like a knight.
038 The Statur of East 1100/1400 (4) Some statues of heads.
039 The Furious Sea King 800/700 (3) Grand King of the Seven Seas, he's able to summon massive tidal
waves to drown the enemy.
040 Drooling Lizard 900/800 (3) A blood-sucking snake in human form that attacks any living being
that passes nearby.
041 ? 250/202 (1) This is an effect monster but I don't have any information on it.
He looks like an old samurai.
042 ? 950/1400 (4) An insect with good defense for starters.
043 Warrior from Another Dimension 1200/1000 (4) Should this monster attack or be attacked by another monster, both
this and the other monster are sent to the Abyss (removed
from the game).
044 ? 1600/1100 (4) A good card to have if you don't have good cards to begin with.
045 ? Trap Card I don't know what it does but it has an eagle flying down with a
green background.
046 Twin Demon Tricksters Magic Card Sacrifice 1000 Life Points to have your opponent discard two cards
from their hand: one at random, and one of their choosing.
047 Trade Blows Magic Card Both players destroy one monster on the field.
048 ? Trap Card I don't know what it does but it has a zombie priest preaching
something.
049 Unicorn's Horn Magic Card This card will boost a monster's attack up 700 points but I forgot
what type of monsters.
050 Living Flower Pot 900/1100 (3) A green flower that came to life to attack.
051 Hourglass of Life 700/600 (2) An hourglass with wings and it is ready to attack.
052 ? 1200/1000 (4) A wizard with without a head that will strike at any given time.
053 Evee 850/750 (3) Should your opponent send this card to the graveyard from your hand,
they are dealt 1000 damage to their Life Points.
054 Evil Rat 750/800 (3) Like the name suggest, it is an evil rat.
055 "No Face" Illusionist 1200/2200 (5) A power defense wizard without a face.
056 ? 1150/900 (3) Kinda look like a blue sheep with horns.
057 Black Illusion Ritual Magic Card Ritual card for the Black Illusion.
058 Stone Soldier 1300/1200 (4) Not to be confused with the name of the Giant Soldier of Stone.
This one has the same attack but weaker defense.
059 ? 950/700 (3) A purple insect that is not much of a threat.
060 ? 100/100 (1) Just maybe the weakest monster in the game since it is not even an
effect monster with its weak attack and defense.
061 ? 2200/2400 (7) Unlike other insects, this one is not the one to mess with since
its attack and defense is on top of the food chain.
062 Imp 1300/1000 (4) A brown creature with an average stats for its level.
063 ? 1800/1700 (5) A devil angel look-alike that shouldn't be mess with unless you
are ready for a battle.
064 Vishuwa Randy 900/700 (3) Another weak monster.
065 ? 1650/1600 (4) If you need a good monster with only 4 stars, this is one of it. It
has good defense and attack for its level.
066 Wilmee 1000/1200 (4) A rabbit with very long claws.
067 Wing Eagle 1800/1500 (5) Never mess with an eagle, especially when it is blue and has that
kind of attack.
068 Wing Eagg Elf 500/1300 (3) Do you believe in an egg with wings? Well, this one will prove it
with its good defense.
069 Weather 1000/900 (3) A wizard that controls the weather but he is not as powerful as he
may seem.
070 Weather Control 600/400 (2) A snowman that has some abilities.
071 Weather Report 950/1500 (4) If your opponent has a Sealing Swords of Light (#741) in play, it is
immediately destroyed. If that much is successful, you are
permitted to have two Battle Phases in one turn once.
072 ? 700/1400 (3) A creature made out of rock with medium defense.
073 Water Element 900/700 (3) An elf that controls the waters.
074 Water Girl 1250/100 (4) Make way for the mistress of the waters.
075 Water World Magic Card I don't know what it does but it has something to do with changing
the field to add 500 points to a certain type of monsters.
076 Wall Shadow 1600/3000 (7) A creature that lives in the walls. Though its attack is weak for
its leve;, its defense more than cover for that.
077 ? 2150/1950 (6) A strong powerful bull with only the upper part of the body.
078 ? 1750/1500 (5) A lady with a whip and she is not hesitate to use it.
079 Wood Joker 800/1200 (3) A joker that hids himself in a tree and will strike when given the
chance.
080 ? Magic Card I don't know what it does but it has a man holding a carpet.
081 ? 1300/1400 (4) A mermaid with medium attack and defense.
082 Umi Magic Card Increases the attack and defense of all Fish, Sea Serpent, Thunder,
and Aqua-Type monsters by 200 points. Also decreases the
attack and defense of all Machine and Pyro-Type monsters by
200 points.
083 ? 1300/1000 (4) A merman who is okay in the attack but not in the defense.
084 ? 1100/700 (3) A lady with a background of a white dragon.
085 Candle of Fate 600/600 (2) It is a candle, what could you expect from it.
086 ? 2100/1600 (6) A green bug with wings that has strong attack and medium defense.
087 Eternal Drought Magic Card All Fish type monsters on the field are destroyed.
088 Exchange Magic Card Chose a card from rival's hand and add it to yours. Your rival does
the same.
089 ? 2350/2400 (7) I forgot the name but this is a very powerful dragon, offensively
and defensively. It was used by Rex Raptor when he duel Joey.
090 Eldeen 950/1000 (3) This female wizard stills need to learn more magic before she could
complete against the other wizards.
091 Celtic Guardian 1400/1200 (4) An elf who learned to wield a sword, he baffles enemies with
lightning-swift attacks.
092 Elven Light Magic Card I believed that this card will boost the stats of all Light type
monsters by 400 and decrease the strength of dark monsters by
200.
093 Elekid 1000/500 (3) It is still a kid so give it time to grow.
094 Thunder Serpent 800/900 (3) If your opponent sends this card to the graveyard from your hand,
you draw two cards.
095 Reinforcements Trap Card Increase 1 selected monster's ATK by 500 points during the turn
this card is activated.
096 Angel Witch 800/1000 (3) If she were to be purely angel, she would be strong. But being a
witch also brought her stats down.
097 Ancient Elf 1450/1200 (4) This elf is rumored to have lived for thousands of years. He leads
an army of spirits against his enemies.
098 ? 1550/1600 (5) An average one-eyed, flying beast looking for his way home.
099 Stealing Goblin Trap Card When this card is active, your opponent must discard one card from
their hand whenever one of your monsters causes damage to
their Life Points.
100 ? Trap Card I don't know what it does but it has a castle with some men on it.
101 ? Trap card I don't exact know what it does but it seems to give you 700 LPs.
102 ? ? This is a weird card. It has an island with a castle on it. It has
the color of a monster card but does have an attack or
defense.
103 ? ? Same thing like the card above but this time it has a big ship.
104 ? 800/1500 (4) An okay defense but rather weak attack for its level.
105 Usurper 1350/1700 (4) This monster's effect cannot be activated during your opponent's
Battle Phase. You give up control of this monster in exchange
for gaining control of one of your opponent's monsters.
106 ? 1650/1600 (4) A robot and a pretty good attack and defense ratings.
107 Confiscation Magic Card Sacrifice 1000 Life Points to look at your opponent's hand and
choose a card there to be destroyed.
108 ? ? Another card that is undefined. This one has a whole bunch of gold
and seems to be a pirate's treasure.
109 Tempest Magic Card All cards in both player's magic/trap zones are destroyed.
110 ? 1200/800 (3) A glowing wolf that is still growing.
111 ? 1600/1200 (4) A purple zombie looking for a meal to eat.
112 ? Trap Card I have no idea what this does but it does has green zombies running
away from something.
113 ? 1600/1400 (5) A blue creature that lived in the deep ocean. He seems to have a
flower as the bottom part of his body.
114 Saint Dragon, the God of Osiris X000/X000 (10) This is one of the god cards. You are not allow to use this in any
duel so far. The attack of the card depends on how many cards
are on the field. Every monsters card you have, times that by
1000 and that is the attack and defense.
115 Oscillo Hero 1250/700 (3) Kind of like a puppet filled with electricity.
116 Trap Hole Trap Card If the ATK of a monster summoned by your opponent (excluding Special
Summon) is 1000 points or more, the monster is destroyed.
117 Maiden 1200/900 (3) Don't be fooled by her looks because she is the female version of
the Grim Reaper.
118 ? Magic Card I don't know what it does but it has female with red hair and a
green background.
119 The God of Obelisk 4000/4000 (10) This is one of the god cards. So after you summon God of Obelisk, if
you have 2 monsters left over, you can sacrifice those two
monsters and activate the special effect, which will
instantly destroy all monsters, and opponent will instantly
take 4000 damage no matter what. Lord of destruction indeed.
120 ? 1400/1400 (4) This female knight is capable of fighting against any other knight.
122 Ryu-Kishin 1000/500 (3) A very elusive creature that looks like a harmless statue until it
attacks.
123 Ryu-Kishin Powered 1600/1200 (4) A gargoyle enhanced by the powers of darkness. Very sharp talons
make it a worthy opponent.
124 Curse of Dragon 2000/1500 (5) A wicked dragon that taps into dark forces to execute a powerful
attack.
125 Reaper of the Cards 1380/1930 (5) FLIP: Destroys 1 Trap Card on the field. If this card's target is
face-down, flip it face-up. If the card is a Trap Card, it is
destroyed. If not, it is returned to its face-down position.
The flipped card is not activated.
131 Firegrass 700/600 (2) A fire-breathing plant found growing near volcanoes.
138 Invigoration Magic Card An EARTH monster equipped with this card increases its ATK by 400
points and decreases its DEF by 200 points.
150 Breath of God Magic Card All Rock type monsters on the field are destroyed.
161 Karbonala Warrior 1500/1200 (4) A combination of M-Warrior #1 and M-Warrior #2.
166 Giant Soldier of Stone 1300/2000 (3) A giant warrior made of stone. A punch from this creature has earth-
shaking results.
172 Machine Conversion Factory Magic Card A Machine-Type monster equipped with this card increases its ATK
and DEF by 300 points.
178 Ray & Temperature 1000/1000 (3) The Sun and the North Wind join hands to deliver a devastating
combination of heat and gale-force winds.
179 Mushroom Man 800/600 (2) Attacks enemies with lethal spores.
181 Gyakutenno Megami 1800/2000 (6) This fairy uses her mystical power to protect the weak and provide
spiritual support.
189 Battle Steer 1800/1300 (5) Charges enemy with its huge horns.
193 Giant Growth Magic Card It doubles a card you selected if you LP is lower then the opponent
but halves it if it's your LP is higher then your opponent.
196 Claw Reacher 1000/800 (3) Stretching arms and razor-sharp claws make this monster a formidable
opponent.
202 Frenzied Panda 1200/100 (4) A savage beast that carries a big bamboo stick for beating down its
enemies.
204 King Fog 1000/900 (3) A fiend that dwells in a blinding curtain of smoke.
207 Silver Bow and Arrow Magic Card A Fairy-Type monster equipped with this card increases its ATK and
DEF by 300 points.
211 Kunai with Chain Trap Card Can be activated at any point during your turn or when attacked.
Gives one monster an extra 500 ATK. If activated when
attacked and you increase the power of the defending monster,
you may choose to turn the attacking monster to defense mode.
215 Kumootoko 700/1400 (3) A massive, intelligent spider that traps enemies with webbing.
228 Great White Terror 1600/800 (4) A giant white shark with razor-sharp teeth.
231 Feral Imp 1300/1400 (4) A playful little fiend that lurks in the dark, waiting to attack an
unwary enemy.
232 Ogre of Black Shadow 1200/1400 (4) An ogre possessed by the powers of the dark. Few can withstand its
rapid charge.
243 Wall of Illusion 1000/1850 (4) When attacked, the attacking card is returned to the owner's hand
after all effects are completed.
245 The Stern Mystic 1500/1200 (4) FLIP: All face-down cards on the field are turned face-up, and then
returned to their original positions. No card effects are
activated when cards are turned face-up.
247 Mystic Horseman 1300/1550 (4) Half man and half horse, this monster is known for its extreme speed.
251 Enchanting Mermaid 1200/900 (3) A beautiful mermaid that lures voyagers to a watery death.
253 Steel Ogre Grotto #1 1400/1800 (5) A steel idol worshipped in the Land of Machines
254 Wasteland Magic Card Increases the ATK and DEF of all Dinosaur, Zombie, and Rock-Type
monsters by 200 points.
257 Pot of Greed Magic Card Draw 2 cards from your Deck.
266 Change of Heart Magic Card Choose 1 of your opponent's monsters. You get control of that
monster for 1 turn.
268 Ancient Telescope Magic Card See the top 5 cards of your opponent's Deck. Return the cards to
the Deck in the same order.
273 Goblin's Secret Remedy Magic Card Increases a selected player's Life Points by 600 points.
279 Hitotsu-Me Giant 1200/1000 (4) A one-eyed behemoth with thick, powerful arms made for delivering
punishing blows.
289 Succubus Knight 1650/1300 (5) An unworthy warrior wizard adept in casting death-dealing spells.
303 Raigeki Magic Card Destroys all of your opponent's monsters on the field.
305 Sand Stone 1300/1600 (5) Appears from underground and attacks with long, snake-like tentacles.
311 Kagemusha of the Blue Flame 800/400 (2) Serving as a double for the Ruler of the Blue Flame, he's a master
swordsman that wields a fine blade.
313 Just Deserts Trap Card Inflict 500 points of direct damage to your opponent's life for each
monster your opponent has on the field.
314 Trial of Hell 1300/900 (4) This fiend passes judgment on enemies that are locked in coffins.
316 Monster Reborn Magic Card Select 1 Monster Card from either your opponent's or your own
Graveyard and place it on the field under your control in
Attack or Defense Position (face-up). This is considered a
Special Summon.
321 Doma The Angel of Silence 1600/1400 (5) This fairy rules over death, and administers it when necessary.
325 The Wicked Worm Beast 1400/700 (3) This card is returned to you hand at the end of your turn.
333 Baron of the Fiend Sword 1550/800 (4) An aristocrat who wields a sword possessed by a malicious spirit
that preys on the weak.
335 Judge Man 2200/1500 (6) This club-wielding warrior battles to the end and will never
surrender.
342 Defense Paralysis Magic Card Select 1 of your opponent's monsters and switch it to Attack
Position. If the card is face-down, flip it face-up. If the
card has a flip effect, it is activated immediately.
345 Castle Walls Trap Card Increase a selected monster's DEF by 500 points during the turn this
card is activated.
348 Tripwire Beast 1200/1300 (4) This creature attacks with electromagnetic waves.
350 Silver Fang 1200/800 (3) A snow wolf that's beautiful to the eye, but absolutely vicious in
battle.
351 Fissure Magic Card Destroys 1 face-up monster with the lowest ATK.
353 Dark King of the Abyss 1200/800 (3) It's said that this King of the Netherworld once had the power to
rule over the dark.
367 Skull Red Bird 1550/1200 (4) This monster swoops down and attacks with a rain of knives stored in
its wings.
376 Hinotama Soul 600/500 (2) An intensely hot flame creature that rams anything standing in its
way.
382 Spike Seadra 1600/1300 (5) Using the spikes sprouting from its body, this creature stabs its
opponents and floods them with electricity.
386 Mystical Sheep #2 800/1000 (3) A monstrous sheep with a long tail for hypnotizing enemies.
393 Mirror Force Trap Card Actives when enemy attacks. destroys all creatures not in defense
mode.
410 Sogen Magic Card Increases the ATK and DEF of all Beast-Warrior and Warrior-Type
monsters by 200 points.
413 Sword Arm of Dragon 1750/230 (6) Spiked dinosaur that charges at the enemy.
424 Dark Gray 800/900 (3) Entirely gray, this beast has rarely been seen by mortal eyes.
426 Meda Bat 800/400 (2) An eyeball fiend created by a servant of the wicked, it uses "Dark
Bombs" to blow away its enemies.
434 Turtle Tiger 1000/1500 (4) A tiger encased in a protective shell that attacks with razor-sharp
fangs.
438 Raise Body Heat Magic Card A Dinosaur-Type monster equipped with this card increases its ATK
and DEF by 300 points.
443 Tyhone 1200/1400 (4) Capable of firing cannonballs from its mouth for long-range attacks,
this creature is particularly effective in mountain battles.
461 Ultimate Offering Trap Card At the cost of 500 Life Points per monster, a player is allowed an
extra Normal Summon, Tribute Summon, or Set.
464 Ookazi Magic Card Inflict 800 points of Direct Damage to your opponent's Life Points.
469 Two-Mouth Darkruler 900/700 (3) A dinosaur with two deadly jaws, it stores electricity in its horn
and releases high voltage bolts from the mouth on its back.
484 Summoned Skull 2500/1200 (6) A fiend with dark powers for confusing the enemy. Among the Fiend-
Type monsters, This monster boasts considerable force.
487 Sorcerer of the Doomed 1450/1200 (4) A slave of the dark arts, this sorcerer is a master of death-dealing
spells.
496 Koumori Dragon 1500/1200 (4) A vicious, fire-breathing dragon whose wicked flame corrupts the
souls of its victims.
497 Devil Frankenstein 700/500 (2) Sacrafice 5000 LP to summon a Fusion card From your deck.
506 Electric Whip Magic Card A Thunder-Type monster equipped with this card increases its ATK
and DEF by 300 points.
508 Angel's Dice Magic Card
512 Legendary Sword Magic Card A Warrior-Type monster equipped with this card increases its ATK
and DEF by 300 points.
513 Masaki the Legendary Swordsman 1100/1100 (4) Legendary swordmaster Masaki is a veteran of over 100 battles.
527 Time Wizard 500/400 (2) Baby Dragon grows to Thousand Dragon.
541 Drago-Human 1300/1100 (4) Gifted with the power of dragons, this warrior wields a sword
created from a dragon's fang.
545 Dragon Zombie 1600/0 (3) A dragon revived by sorcery. Its breath is highly corrosive.
546 Dragon Capture Jar Trap Card All Dragon-Type monsters on the field are switched to Defense
Position and remain in this position as long as this card is
active.
548 Dragon's Treasure Magic Card A Dragon-Type monster equipped with this card increases its ATK and
DEF by 300 points.
550 The Flute of Summoning Magic Card Playing this card when you have a Lord of D. card face-up on the
field allows you to play up to 2 Dragon-type cards from your
hand as a special summon.
551 Trap Master 500/1100 (3) FLIP: Destroys 1 Trap Card on the field. If this card's target is
face-down, flip it face-up. If the card is a Trap Card, it is
destroyed. If not, it is returned to its face-down position.
The flipped card is not activated.
554 Winged Dragon, Guardian of 1400/1200 (4) A dragon commonly found guarding mountain fortresses. Its signature
the Fortress #1 attack is a sweeping dive from out of the blue.
555 Kurama 800/800 (3) A vicious bird that attacks from the skies with its whip-like tail.
563 Misairuzame 1400/1600 (5) A missile-launching fish protected by deadly spikes.
564 Mysterious Puppeteer 1000/1500 (4) When the monster is summoned (excluding Special Summon) or flipped
face-up by attack or some effect, the Life Points of this
card's owner increase by 500 points for each monster while
this card is face-up on the field.
574 Nemuriko 800/700 (3) A child-like creature that controls a sleep fiend to beckon enemies
into eternal slumber.
579 Mystic Clown 1500/1000 (4) Nothing can stop the mad attack of this powerful creature.
580 Hard Armor 300/1200 (3) A living suit of armor that attacks enemies with a bone-jarring
tackle.
590 Spirit of the Harp 800/2000 (4) A spirit that soothes the soul with the music of its heavenly harp.
595 Destroyer Golem 1500/1000 (4) A golem with a massive right hand for crushing its victims.
599 Gravedigger Ligul Magic Card Select 2 MONSTER CARDS from your opponent's Graveyard. These
MONSTER CARDS are eliminated from play for the remainder of
the Duel.
602 Two-pronged Attack Trap Card Select and destroy 2 of your monsters and 1 of your opponent's
monsters.
609 Hane-Hane 450/500 (2) FLIP: Select 1 Monster Card on the field (regardless of position)
and return it to its owner's hand.
621 Final Flame Magic Card Inflicts 600 points of Direct Damage to your opponent's Life Points.
623 Swords of Revealing Light Magic Card Counting from your opponent's turn, none of your opponent's
monsters can attack for 3 turns. When this card is activated,
opponent's face-down monsters are turned face-up, but remain
in Defense Position. Any effects the monsters may have are
immediately activated.
627 Book of Secret Arts Magic Card A Spellcaster-Type monster equipped with this card increases its
ATK and DEF by 300 points.
632 Man-Eating Treasure Chest 1600/1000 (4) A monster disguised as a treasure chest that is known to attack the
unwary adventurer.
633 Man-Eater Bug 450/600 (2) FLIP: Destroys 1 monster on the field (regardless of position).
635 Sparks Magic Card Inflicts 200 points of Direct Damage to your opponent's Life Points.
646 Fireball Magic Card A Winged Beast-Type monster equipped with this card increases its
ATK and DEF by 300 points.
648 Exodia the Forbidden One 1000/1000 (3) An automatic victory can be declared by the player whose hand
contains this card together with the Left Leg/Right Leg/Left
Arm/Right Arm of the Forbidden One.
649 Left Leg of the Forbidden One 200/300 (1) A forbidden left leg sealed by magic. Whosoever breaks this seal
will know infinite power.
650 Left Arm of the Forbidden One 200/300 (1) A forbidden left arm sealed by magic. Whosoever breaks this seal
will know infinite power.
651 Right Leg of the Forbidden One 200/300 (1) A forbidden right leg sealed by magic. Whosoever breaks this seal
will know infinite power.
652 Right Arm of the Forbidden One 200/300 (1) A forbidden right arm sealed by magic. Whosoever breaks this seal
will know infinite power.
661 Swordstalker 2000/1600 (6) A monster formed by the vengeful souls of those who passed away in
battle.
662 Petit Angel 600/900 (3) A quick-moving and tiny fairy that's very difficult to hit.
664 Petit Dragon 600/700 (2) A very small dragon known for its vicious attacks.
665 Fusionist 900/700 (3) A combination of Petit Angel and Mystical Sheep #2.
671 Black Hole Magic Card Destroys all monsters on the field.
672 Dark Magician 2500/2100 (7) The ultimate wizard in terms of attack and defense.
675 Flower Wolf 1800/1400 (5) A combination of Silver Fang and Darkworld Thorns.
679 Armed Ninja 300/300 (1) FLIP: Destroys 1 Magic Card on the field. If this card's target is
face-down, flip it face-up. If the card is a Magic Card, it
is destroyed. If not, it is returned to its face-down
position. The flipped card is not activated.
681 Blue Eyes Ultimate Dragon 4500/3800 (12) A combination of three Blue Eyes White Dragon.
682 Blue Eyes Toon Dragon 3000/2500 (8) Same as Blue-Eyes White Dragon but it is a toon.
683 Blue-Eyes White Dragon 3000/2500 (8) This legendary dragon is a powerful engine of destruction. Virtually
invincible, Very few have faced this awesome creature and
lived to tell the tale.
688 Flame Ghost 1000/800 (3) A combination of Skull Servant and Dissolverock.
693 Pale Beast 1500/1200 (4) With skin tinged a bluish-white, this strange creature is a fearsome
sight to behold.
695 Basic Insect 500/700 (2) Usually found traveling in swarms, this creature's ideal environment
is the forest.
701 Shadow Specter 500/200 (1) Troublesome ghost when multiplied.
705 Mystical Elf 800/2000 (4) A delicate elf that lacks offense, but has a terrific defense backed
by mystical power.
707 Rogue Doll 1600/1000 (4) A deadly doll gifted with mystical power, it is particularly
powerful when attacking against dark forces.
713 Power of Poseidon Magic Card An Aqua-Type monster equipped with this card increases its ATK and
DEF by 300 points.
716 Charubin the Fire Knight 1100/800 (3) A combination of Monster Egg and Hinotama Soul.
718 Flame Swordsman 1800/1600 (5) A combination of Flame Manipulator and Masaki the Legendary
Swordsman.
719 Fireyarou 1300/1000 (4) A malevolent creature wrapped in flames that attacks enemies with
intense fire.
720 Flame Manipulator 900/1000 (3) This Spellcaster attacks enemies with fire-related spells such as
"Sea of Flames" and "Wall of Fire".
733 Darkworld Thorns 1200/900 (3) A thorny plant found in the darklands that wraps itself around any
unwary traveler.
736 Vile Germs Magic Card A Plant-Type monster equipped with this card increases its ATK and
DEF by 300 points.
738 M-Warrior #1 1000/500 (3) Specializing in combination attacks, this warrior uses magnetism to
block an enemy's escape.
739 M-Warrior #2 500/1000 (3) Specializing in combination attacks, this warrior is equipped with a
tough, magnetically coated armor.
743 Dissolverock 900/1000 (3) A monster born in the lava pits, it generates intense heat that can
melt away its enemies.
744 Magical Ghost 1300/1400 (4) This creature casts a spell of terror and confusion just before
attacking its enemies.
749 Mystical Moon Magic Card A Beast-Warrior-Type monster equipped with this card increases its
ATK and DEF by 300 points.
751 Witty Phantom 1400/1300 (4) Dressed in a night-black tuxedo, this creature presides over death.
752 Terra the Terrible 1200/1300 (4) Known as a swamp dweller, this creature is a minion of the dark
forces.
755 Master & Expert 1200/1000 (4) A deadly duo consisting of a beast master and its loyal servant.
756 Dragoness the Wicked Knight 1200/900 (3) A combination of Armaill and One-Eyed Shield Dragon.
765 Neo the Magic Swordsman 1700/1000 (4) A dimensional drifter who not only practices sorcery, but is also a
sword and martial arts master.
766 De-Spell Magic Card Destroys 1 Magic Card on the field. If this card's target is
face-down, flip it face-up. If the card is a Magic Card, it
is destroyed. If not, it is returned to its face-down
position. The flipped card is not activated.
769 Kojikocy 1500/1200 (4) A man-hunter with powerful arms that can crush boulders.
773 Man Eater 800/600 (2) Man-eating plant with poison feelers for attacking enemies.
775 Mammoth Graveyard 1200/800 (3) A mammoth that protects the graves of its pack and is absolutely
merciless when facing grave-robbers.
778 The Inexperienced Spy Magic Card Select and see 1card in your opponent's hand.
789 Battle Ox 1700/1000 (4) A monster with tremendous power, it destroys enemies with a swing of
its axe.
792 Fiend Reflection #2 1100/1400 (4) A bird-beast that summons reinforcements with a hand mirror.
796 Purple Crystal Magic Card A Zombie-Type monster equipped with this card increases its ATK and
DEF by 300 points.
813 Metal Dragon 1850/1700 (6) A combination of Steel Ogre Grotto #1 and Lesser Dragon.
819 Wild Animal Teeth Magic Card A Beast-Type monster equipped with this card increases its ATK and
DEF by 300 points.
823 Forest Magic Card Increases the ATK and DEF of all Insect, Beast, Plant, and
Beast-Warrior-Type monsters by 200 points.
829 Monster Egg 600/900 (3) A warrior hidden within an egg that attacks enemies by flinging
eggshells.
839 Yami Magic Card Increases the ATK and DEF of all Fiend and Spellcaster-Type monsters
by 200 points. Also decreases the ATK and DEF of all
Fairy-Type monsters by 200 points.
840 Dark Energy Magic Card A Fiend-Type monster equipped with this card increases its ATK and
DEF by 300 points.
845 Dark Assassin 1200/1200 (4) Armed with the Psycho Sword, this sinister assassin rules the bad
land.
848 Sword of Dark Destruction Magic Card A Dark monster equipped with this card increases its ATK by 400
points and decrease its DEF by 200 points.
853 Last Will Magic Card If a monster of yours is sent from the field to the Graveyard during
the turn that you've played this card, you can select a
monster with an ATK of 1500 points or less from your Deck and
play it as a Special Summon. Shuffle the Deck after playing
the card. This card is active for 1 turn only.
855 Polymerization Magic Card Fuses 2 or more monsters to form a new Fusion Monster.
859 Yooki Na Zoogiya Magic Card Allows you to put up to three monsters in your hand in the graveyard.
869 Larvas 800/1000 (3) A fast-moving, bird-like creature that strangles opposing monsters
with its long, thin arms.
885 Gaia The Dragon Champion 2600/2100 (7) A combination of Gaia The Fierce Knight and Curse of the Dragon.
888 Green Phantom King 500/1600 (3) This youthful king of the forests lives in a green world, abundant
with trees and wildlife.
889 Beaver Warrior 1200/1500 (4) What this creature lacks in size it makes up for in defense when
battling in the prairie.
890 Root Water 900/800 (3) An amphibian capable of calling up a massive tidal wave from the
dark seas to wipe out enemy monsters.
891 Rude Kaiser 1800/1600 (5) With an axe in each hand, this monster delivers heavy damage.
896 Laser Cannon Armor Magic Card A Insect-Type monster equipped with this card increases its ATK and
DEF by 300 points.
894 Rainbow Flower 400/500 (2) Can directly attack an opponents life points.
900 Lesser Dragon 1200/1000 (4) A minor dragon incapable of breathing fire.
903 Red Potion Magic Card Increases your Life Points by 500 points.
904 Red-Eyes B. Dragon 2400/2000 (7) A ferocious dragon with a deadly attack.
908 Lord of Dragons 1200/1100 (4) All Dragon-Type monsters are not affected by Magic Cards, Trap Cards,
or other effects while this card is face-up on the field.
Also, when in play, you may use the Flute of Summoning Dragon.
912 Skull Servant 300/200 (1) A skeletal ghost that isn't strong but can mean trouble in large
numbers.
916 Remove Trap Magic Card Destroys 1 face-up TRAP CARD on the field.
915 Uraby 1500/800 (4) Fast on its feet, this dinosaur rips enemies to shreds with its
sharp claws.
917 Waboku Trap Card Any damage inflicted by an opponent's monster is decreased to 0
during the turn this card is activated.
919 One-Eyed Shield Dragon 700/1300 (3) This dragon wears a shield not only for its own protection, but also
for ramming its enemies.
920 Blue-Eyes White Dragon 3000/2500 (8) This legendary dragon is a powerful engine of destruction. Virtually
invincible, Very few have faced this awesome creature and
lived to tell the tale. This is another version of the card.
921 Flame Swordsman 1800/1600 (5) A combination of Flame Manipulator and Masaki the Legendary
Swordsman.
922 Dark Magician 2500/2100 (7) The ultimate wizard in terms of attack and defense.
923 Gaia, The Fierce Knight 2300/2100 (7) A knight whose horse travels faster than the wind. His battle-
charge is a force to be reckoned with.
924 Celtic Guardian 1400/1200 (4) An elf who learned to wield a sword, he baffles enemies with
lightning-swift attacks.
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===============================
3) Cheats
===============================
Below is some hacked codes for this game. These codes will only work for if you have VisualBoy. Please follow these
directions to get the codes to work.
Step 1: Start the game and go to the cheatlist on VisualBoy. Now look at the bottom where it says Number Type, make sure
the dot is on Signed.
Step 2: You should see at the bottom that there is a button called Code and Cheat. Click either one.
Step 3a: If you click cheat, you will see a box where you can type in the address, which is the first part of the code before
the colon ( : ). There is a value box where you can type in the value which is after the colon. In the cheat box, the
value is in regular format, not Hex.
Step 3b: If you click on code, then a box will come up. In the code box, type in the address, which is the first part of the
code before the colon ( : ) and then the value which is in Hex.
If you are putting in multiple codes at the same time, then use the code button but if individually or you don't know the Hex,
then use the cheat button. Codes below that already have a value are in Hex so put in the code button option.
Player LP: 020078F0:8000 (Always have 8000 LPs)
020078F0:FFFF (Infinite LPs)
Computer LP: 02007908:0000 (Instant win)
02007908:XXXX (Replace XXXX with any variable)
Next Card: 02008036:XXXX (Replace the XXXX with the value you want your next card to be)
Have 999 Wins: 020034F6:03EF (999 for Honda, aka. Tristan)
020034F2:03EF (999 for Anzu, aka. Tea)
020034F0:03EF (999 for Yugi Moto)
020034F4:03EF (999 for Johnouchi, aka. Joey)
020034F8:03EF (999 for Bakura)
02003502:03EF (999 for Mai)
020034FE:03EF (999 for Haga, aka. Weevil)
020034FA:03EF (999 for Ryuzaki, aka. Rex Raptor)
02003500:03EF (999 for Kajiki)
020034FC:03EF (999 for Roba)
0200350A:03EF (999 for Kamen)
02003506:03EF (999 for Pandora)
02003504:03EF (999 for Rare Hunter)
02003508:03EF (999 for Ningyou)
0200350C:03EF (999 for Maric)
02003516:03EF (999 for Yami Yugi)
02003512:03EF (999 for Bandage)
0200350E:03EF (999 for Seto Kaiba)
02003510:03EF (999 for Weird Woman #2)
02003514:03EF (999 for Yami Bakura)
02003518:03EF (999 for Robot)
0200351C:03EF (999 for Pegasus)
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