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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter Y » Yu-Gi-Oh! Shin Duel Monsters 2 - Strategy Guide (Page 03)

Yu-Gi-Oh! Shin Duel Monsters 2 - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Yu-Gi-Oh! Shin Duel Monsters 2 - Strategy Guide (Page 03).

After beating Manawyddan fab Llyr the ending takes place in which after the
ending a piece of Seto's Chain is left behind. On the back it tells you the
password that you can enter after you continue. It then asks if you would like
to save, say yes or you will not be able to begin the Yorkists side of the story
or if you played the Yorkists side first then you will not get the edit map
option in the Custom Duel Screen.

                        END LANCASTRIANS SIDE

-----------------------------------------------------------------------------
                              Yorkists
-----------------------------------------------------------------------------

You've decided to team up with Seto and his Rose Crusaders to easily acquire
the 16 Rose Cards that you need to return to your own time. Seto reiterates the
fact that Simon told you that he gave the cards to the best duelists of there
land. Seto tells you that he would love to join you but he is needed to maintain
their barrier as a means of defense. He warns you that Yugi should have one of
the Rose Cards since he is a Lancastrian Royalty, he warns you because he is a
very good duelist and only the likes of himself being around stop Yugi from
being the best duelist alive. I would just like to add that this side of the story
has duelists with relatively low DC and is definitely the easier side of the story
and is suggested as your starting position to have better cards on your second
time through. You begin your journey at Stonehenge.

----------------------------------------------------------------------------
TEA                             Deck Level - 933                Dotr_Tea
----------------------------------------------------------------------------

Location: Windsor
Deck Leader: Dancing Elf
Rank: 2nd Lieutenant
Leader Abilities: None

Map:

  1 2 3 4 5 6 7
A N N N M N N N
B M N N N N m N
C N N m N N N N
D N N N N M N N
E N M N N N N m
F N N N m N N N
G m N N N M N N

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:
  AirKnight Parshath
  Binding Chain
  Dancing Elfx2
  Doma The Angel Of Silence x2
  Goddess With The Third Eye
  Gyakutenno Megumi x2
  Happy Lover
  Hourglass Of Courage
  Hourglass Of Life
  Hoshinigen x2
  Key Mace
  Orion The Battle King
  Petit Angel
  Ray And Temperance
  Skelangel
  Spirit of the Harp x2
  Tenderness
  Wing Egg Elf x2
  Winged Egg of New Life x2

Magic:
  Creature Swap
  Dark Piercing Light
  Enchanted Javelin x2
  Insect Imatation x2
  Silver Bow and Arrow x3
  Soul Of The Pure x2
  Winged Trumpeter x2

Trap:
  Tears Of The Mermaid

Tea is the first of the Lancastrian defenses and naturally the easiest since
she is the first one that you can duel. Strategy against her is pretty basic,
because she isn't that tough. Tea basically uses Fairy type monsters with and
AP of around 1700 on average level. She does have some stronger monsters and
can really make them strong (2500+) if she uses a few power ups and magic cards.
It's prolly a good idea to get a strong start on attacking because then it makes
her have to run and then you can get your terrain card in and just hack away at
her Deck Leader.

After beating Tea a path appears and T. Tristan Grey is now open for dueling.


-----------------------------------------------------------------------------
T. Tristan Grey                 Deck Level  - 1149             Dotr_Tristan
-----------------------------------------------------------------------------

Location: London
Deck Leader: Karbonala Warrior
Rank: Lieutenant Colonel
Leader Abilities: None

Map:

  1 2 3 4 5 6 7
A N N N N N N N
B D D D D D D D
C W W W W W W W
D S S S S S S S
E F F F F F F F
F m m m m m m m
G N N N N N N N

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:
  Ansatsu
  Amazon Of The Sea
  Beautiful Beast Trainer
  Blocker
  Dark Prisoner
  Deepsea Shark
  Fire Kraken
  Garoozis
  Gate Keeper
  Giant Turtle Who Feeds On Flames
  Guardian Of The Throne Room
  Kanan The Swordsmistress
  Leogun
  Lord Of The Lamp
  Mabarrel
  Madjinn Gunn
  Misairuzame
  Monster Egg
  Mysterious Puppeteer
  Mystery Hand
  Neo The Magic Swordsman
  Pale Beast
  Patrician Of Darkness
  Rude Kaiser
  Sleeping Lion
  Sorcerer Of The Doomed
  Spike Clubber
  The Drdek
  The Illusory Gentleman
  Togex
  Two-Mouth Darkruler
  Uraby
  Versago The Destroyer x2
  Warrior Of Tradition
  Wicked Mirror

Magic:
  Creature Swap
  Fairy Meteor Crush

Ritual:
 Ressurection Of Chakra

T. Tristan Grey is the next opponent we have; he uses a variety of monster types
to go along with variety in terrain that is across the board. His side it made up
of Dark and Wasteland tiles, while yours is mostly Forest and Meadow, the middle
of the board being water. Having a Dragon type monster in your deck will prove
very usefull since it will not be affected by terrain in this duel allowing you
to get over to his side and do some damage. His monsters are not that strong but
he does have a few 1900+ monsters in his deck so do be aware of that. Another
thing to note on is that he will run usually one or two monsters onto the water
tiles and just move them back and forth... this is where you can do some damage
because these monsters are not that strong. Simply power up a card strong enough
to do some heavy damage (2000-3000) and do not forget that this monster can be a
water type since he does use a wide variety of monster types. Not too hard so
beat up on him if you need some good cards. One last note is that he uses 1-2
traps (Acid Trap Hole was one of them I believe) so don't be afraid to just march
down into his territory and strike him head on.

After beating T. Tristan Grey a path appears and Margaret Mai Beaufort is now
open for dueling.


-----------------------------------------------------------------------------
Margaret Mai Beaufort           Deck Level - 1003                Dotr_Mai
-----------------------------------------------------------------------------

Location: Canterbury
Deck Leader: Harpie Lady
Rank: Colonel
Leader Abilities: Increased Movement

Map:

  1 2 3 4 5 6 7
A W M M M M M W
B W M M M M M W
C W M M M M M W
D W M M M M M W
E W M M M M M W
F W M M M M M W
G W M M M M M W

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:

  Birdface
  Blue-Winged Crown
  Cyber Shield x2
  Darkfire Dragon x2
  Empress Judge
  Harpie Lady x3
  Harpie's Pet Dragon x2
  Kanan the Swordsmistress
  Monstrous Bird
  Peacock
  Punished Eagle
  Tyhone
  Wing Eagle

Magic:
  Cursebreaker
  Electro-Whipx2
  Elegant Egotist x3
  Follow Wind x3
  Gust Fan x3
  Harpie's Feather Duster x2
  Monster Reborn
  Mountain x2

Trap:
  Acid Trap Hole
  Invisible Wire
  Mesmeric Control
  Shadow of Eyes

Ritual:
  Revived Serpent Night Dragon

Margaret Mai Beaufort, what a hard battle this is if you can't change the terrain
quickly. The best way I know to beat her is when you see her play 3 cards in a
combo and the first two mix, is to play a trap on that card (this card is her
Harpie Lady fused with Elogant Egotist creating Harpie Lady Sisters and then she
usually uses a power up card to increase it by 500 making a 3450 AP monster!).
Just to make sure that this is Harpie Lady Sisters check the graveyard for the
cards I listed above after you see a fusion. She likes to use another card called
Harpie's Pet Dragon in combination with Harpie Lady Sisters creating a very
deadly combo since the Dragon will gain 300 points from the Sisters and the
Dragon's ability says that when the Sisters are played it gets a 900 point bonus,
300+900=1200 and that spells trouble, but not literally of course. She has some
other card (I honestly forget the name) that while in face-up defense position
adds 300 points to every Winged-Beast (Mai's Type) which is also another back
breaker. Objective here is to have atleast 3 traps and get a strong card out so
you can change the terrain, gain the 500 point advantage which takes away 500 on
her part (500+500=1000 points up for you!) and run the trap card up towards her
with your strong monster. Sending a wave of weaker monsters previous to this will
prolly get rid of some of her traps, but also some of your cards. She has a trap
card that stops you from placing cards in defense position (Gorgon's Eye I think)
so don't even think about that. If she still can't be defeated then your going to
have to get some better cards (Combo for Perfectly Ultimate Great Moth is never a
bad idea, especially if you have a forest deck).

Additional Strategy by Aaron Folz:
Getting past those Harpy Lady Sisters was quite a pain, since my field card was
mountain anyways, and my strongest monster was the Kaiser Dragon equiped with
the Dragon Teasure, I couldn't really beat them. However, once you get rid of
the Harpy Lady sisters, it isn't too bad, so having a couple spellbinding items
would be the best chance in my opinion. I still had to worry about the Monsterous
Bird, and Punished Eagle if she powered them up, but spellbinding them worked as
well.


After beating Margaret Mai Beaufort a path appears to Dover city where you can go
to get on a boat to the continet.


----------------------------------------------------------------------------
Mako                             Deck Level - 1001             Dotr_Mako
----------------------------------------------------------------------------

Location: Strait of Dover
Deck Leader: Kairyu-Shin
Rank: Rear Admiral
Leader Abilities: Movement Boost for Same Type Friendlies

Map:

  1 2 3 4 5 6 7
A m m m S S S S
B m m S S S S S
C m m S S S S S
D S S S S S S S
E S S S S S S S
F S S S S S S m
G S S S S S m m

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:
  Akihiron
  Aqua Chorus
  Aqua Snake
  Bottom Dweller
  Change Slime
  Crazy Fish
  Enchanting Mermaid
  Fiend Kraken
  High Tide Gyojin
  Jellyfish x2
  Kairyu-Shin x2
  KaniKabuto
  Maiden of the Aqua
  Man-Eating Black Shark
  Mech Bass
  Octoberser
  Ooguchi
  Red Archery Girl
  Roaring Ocean Snake x2
  Root Water
  Sea King Dragon
  Spike Seadra
  Takriminos
  The Furious Sea King
  Tongyo
  Turu-Purun
  Zone Eater

Magic:
  Heavy Storm
  Hightide x2
  Power of Kaishin x3
  Spring of Rebirth
  Umi
  Violent Rain

Ritual:
  Fortress Whale's Oath

Previous to this Mako tells you he will take you to the continet and he will, but
first you must duel him and defeat him to progress! His board is completely taken
over by water except for the 2 corners that you can see and if you hadn't guessed
he uses Water type monsters. This is good for those of you who use a deck with
Wasteland cards in their deck since the Wasteland terrain will decrease his cards
by 500 points leaving you a very nice advantage over him. Not that hard of a duel
because his monsters are relatively weak if you change the terrain to his dis-
advantage. I personally use a Zombie deck so I had Wasteland and most of his
monsters were 100 AP and 100 DP, so I'm guessing around 1000+ for his monster
average. Try and win a few Kairyu-Shin's from him if you can since it is a great
card for any deck with water creatures, let alone the fact that the card itself is
great.

Additional Strategy by Aaron Folz:
Not an easy opponent for me to beat, except for one thing. I had the Flame Ghost
which allowed me to devastate him fairly well. I just had to put my guys on the
meadow sqaures and then flip the flame ghost and I kissed all his cards on the
field goodbye.

After beating Mako a new path appears and you are taken to the city of Boulogne
and another path opens upon arrival there, Joey is now open for dueling.


-----------------------------------------------------------------------------
Joey                              Deck Level - 970                Dotr_Joey
-----------------------------------------------------------------------------

Location: Amiens
Deck Leader: Flame Swordsman
Rank: Admiral
Leader Ablities: Extended Support Range

Map:

  1 2 3 4 5 6 7
A S m F M W D T
B S m F M W D T
C S m F M W D T
D S m F M W D T
E S m F M W D T
F S m F M W D T
G S m F M W D T

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:
  Ansatsu
  Axe Raider
  Baby Dragon x2
  Battle Steer
  Crawling Dragon
  Dryad
  Flame Sowrdsman
  Garoozis
  Giltia The Dark Knight
  Kojikocy
  Megasonic Eye
  Mountain Warrior
  Panther Warrior
  Red-Eyes Black Dragon
  Rock Spirit
  Ryu-Ran
  Salamandra
  Swamp Battleguard
  Time Wizard
  Tiger Axe
  The Judgement Hand
  Twin-Headed Behemoth
  Wolf Axewielder

Magic:
  Axe Of Despair x2
  Copycat
  Ookazi
  Kunai With Chain x2
  Legendary Sword x2
  Metalmorph
  Nails Of Bane
  Paralyzing Potion
  Shield And Sword

Traps:
  Acid Trap Hole
  Tears Of The Mermaid
  Type Zero Magic Crusher

Joey is the next duelist you are to face and his deck is made of alot of warrior
type monsters. His board being different terrain in vertical lines, a good idea
would be to run your cards down and form a wall (if possible) around your Deck
Leader on terrain that suits your type. An example of this would be; You use a
deck with Zombie monsters (like me...) so you would place your monsters along the
Wasteland terrain to your right and advance your monsters up along the line. After
doing this you should move your Deck Leader behind this wall for the ultimate
defense against his cards. This is an evil strategy but what you do is just wait
for those precious terrain changing magic cards to pop up and than you can strike
him and end it. Not that hard if you really think about and especially if you are
lucky enough to get a terrain card early in the match. Something to watch out for
is his Flameswordsman, it gets a 300 point addition against Dragons so if you use
dragons try and stay away from this card. He also has a deadly Red-Eyes Black
Dragon, I've never seen him create a Red-Eyes Black Metal Dragon but he does have
Metalmorph so he can create it.

Note: Try and get Sword and Shield because it can prove very useful in later duels
with better duelists like Yugi.

Additional Strategy by Aaron Folz:
He was rather tricky to beat, and I'd have to say I got by him mostly on luck. I
did notice however, that he doens't really pay attention to what's attacking him.
So if you can get a couple guys in striking  distance of his deck leader, he
seemed to ignore them.

After beating Joey a new path appears and J. Shadi Morton is now open for dueling.


------------------------------------------------------------------------------
J. Shadi Morton                   Deck Level - 982                 Dotr_Shadi
------------------------------------------------------------------------------

Location: Paris
Deck Leader: Millenium Golem
Rank: Senior. Admiral
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies, Improved Resistance for Same Type Friendlies, Destroy Specific Enemy
Type

Map:

  1 2 3 4 5 6 7
A F F F C W W W
B F F F C W W W
C F F F C W W W
D C C C C C C C
E D D D C S S S
F D D D C S S S
G D D D C S S S

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:
  Berfomet
  Blast Juggler
  Electric Lizard
  Electric Snake
  Final Flame
  Fireyarou
  Flame Cerberus
  Giant Soldier of Stone
  Hannibal Necromancer
  Hibikime
  Invader From Another Dimension
  Maha Vailo
  Mega Thunderball
  Molten Behemoth
  Prisman
  Saber Slasher
  Salamandra x2
  Serpentine Princess
  Soul Hunter
  Stone Dragon
  Takuhee
  The Statue of Easter Island
  Thunder Dragon
  Thunder Nyan Nyan
  Ushi Oni
  Vermillion Sparrow
  Wretched Ghost of the Attic
  Zoa

Magic:
  Burning Spear x2
  Dark Piercing Light
  Dimensionhole
  Invigoration x2
  Malevolent Nuzzler x2
  Spirit of the Books
  Spring of Rebirth x2

This one can be tough if you don't get your terrain changing magic card out off
the start because he uses 1400 AP monsters so he can get passed the crush terrain.
If you have a card that gains terrain bonus from either forest or wasteland and
has lower than 1500 AP you are in good shape (BTW this is a suggested STRATEGY!).
You can simply cross the crush terrain and gain your advantage and hack away at
his inferior monsters, but do not underestimate him because he does have some
decent cards. My suggestion for a quick win would be to sacrifice all of your
weaker monsters for your stronger ones so that you can have a better chance of
getting your terrain card. His strongest card that I know of is his Millenium
Golem (2000 AP 2200 DP) but again his cards are not generally that strong.

Additional Strategy by Aaron Folz:
Well the first time I beat him, the computer must have been on an EXTREMELY dumb
streak, because he never moved his deck leader and I simply ran a card up the
crush row and killed him with it! He only put down cards on either side of the
crush and didn't even bother with the one killing him (which was a Psychic Kappa).
In later games however, I noticed a distinctive lack of cards he could play on the
crush, so it was advantagous to put my deck leader on the center tile with crush
spaces on all four sides of it.


After beating J. Shadi Morton a new path appears and Jasper Dice Tudor is open
for dueling.


------------------------------------------------------------------------------
Jasper Dice Tudor                 Deck Level - 1078              Dotr_Jasper
------------------------------------------------------------------------------

Location: Le Mans
Deck Leader: Exodia the Forbidden One
Rank: Secretary of Defense
Leader Abilities: Extended Support Range, Increased Strength for Same Type
Friendlies, Weak Specific Enemy Type

Map:

  1 2 3 4 5 6 7
A M M W W W M M
B M L L D L L M
C S L D D D L S
D S L D D D L D
E S L L L L L S
F m m m m m m m
G m m m m m m m

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:
  Aqua Madoor
  Curtain of The Dark Ones x2
  Illusionist Faceless Mage x2
  Injection Fairy Lily
  Left Arm of the Forbidden One
  Left Leg of the Forbidden One
  Nemuriko
  Phantom Dewan x2
  Right Arm of the Forbidden One
  Right Leg of the Forbidden One
  Tao the Chanter
  The Bewitching Phantom Thief
  The Stern Mystic
  Witch's Apprentice

Magic:
  Black Pendant x3
  Book of Secret Arts x2
  Final Flame
  Just Desserts x3
  Ookazi
  Solomon's Lawbook
  Swords of Revealing Light
  Time Seal
  Tremendous Fire
  Yellow Luster Shield x2
Trap:
  Acid Trap Hole
  Anti Raigeki
  Fake Trap
  Gravity Bind
  Infinite Dismissal
  Magic Jammer
  White Hole


First off I think that he is a cheater by setting up himself protection with the
labrynth tiles in front of him forcing you to go around and enter his little fort
to get to him (Yes he will move all the way into his little fort!). He uses alot
of good magic cards like 2 Just Desserts and a Dokazi... this happened to beat me
since I had 5 monsters on the field and he played all 3 of these cards in 1 turn!
He used the 2 Just Desserts for 1800 each and Dokazi for 500 killing me in 1 turn,
don't know if you guys will believe that but it happened so be aware of your
monster count. He also has Final Flame which does 200 points of direct damage, so
as you can see he relies mostly on hitting you with direct magic attacks. Most of
his cards are not that strong but he can form Exodia and win just that easily...
so be aware when he has several cards in his little fort with him because they
just might be some of the Forbidden One's Limbs. Again not that hard of a battle
unless you are as unlucky as me, his monsters are weak but be aware of those magic
cards.

Extra Note: He uses lots of trap cards and even has Time Seal which eternally
spellbounds the card with the highest AP on the field! He also uses Yellow Luster
Shield which raises the defense of all his monsters by 900. Another note is he
also has Tremendous Fire which deals 1000 points of Direct Damage.

Additional Strategy by Aaron Folz:
Here is probably the most 'odds are stacked in his favor' arena I've seen. Mostly
it was a matter of just getting the cards up to his deck leader asap. Also, have
magic negating cards, because if you've played him yet (You probably have by the
sound of it.) you'll notice he has several magic cards that will eat away at your
life points. He gets them quite often as well. He also has anti-raigeki, and white
hole so don't count on their counter-parts.


After beating Jasper Dice Tudor a new path appears and Bakura is open for dueling.


------------------------------------------------------------------------------
Bakura                            Deck Level - 757             Dotr_Bakura
------------------------------------------------------------------------------

Location: Rennes
Deck Leader: Dark Plant
Rank: Secretary of Defense
Leader Abilities: LP Recovery (annoying!), Extended Support Range, Increased
Strength for Same Type Friendlies, Spellbind Specific Type, Destroy Specific Type

Map:

  1 2 3 4 5 6 7
A C F F F F F C
B F C C F C C F
C F C C F C C F
D F F F C F F F
E F C C F C C F
F F C C F C C F
G C F F F F F C

Key:

C = Crush   D = Dark   F = Forest   L = Labrynth   m = Meadow

M = Mountain   N = Normal   S = Sea   T = Toon   W = Wasteland

Cards:
Monsters:
  Abyss Flower
  Air Marmot of Nefariousness
  Ancient Tree of Enlightenment
  Arlownay
  Barrel Lily
  Bean Soldier
  Beast Fangs x2
  Dark Plant
  Darkwood Thorns
  Firegrass
  Gate Deeg
  Green Phantom King
  Griggle
  Laughing Flower
  Leogun
  Living Vase
  Man Eater
  Man-Eating Plant
  Mushroom Man
  Mystical Sheep #1
  Nekogal #1
  Rainbow Flower
  Snakeyashi
  Tentacle Plant
  Wicked Worm Beast
  Wilmee
  Yashinoki

Magic:
  Anti-Magic Fragrance x2
  Crush Card
  Dark-Piercing Light
  Mystical Moon x2
  Rain of Mercy x2
  Vile Germs x3

Ritual:
  War-Lion Ritual

As you can see on the board he plays greatly into his advantage with him using low
leveled plant monsters. He can get around the terrain quickly and even cross those
pesky crush tiles, so off the start you are in deep trouble. He also has that very
annoying Leader Ability called LP Recovery which recovers 50 LP every turn for him
so that means if you wait around 20 turns he has 5000 LP! He has no real stong
monster but just has a bunch of low leveled plants that he doesn't mind to give
up for a trap card such as Acid Trap Hole. The best chance you have here is to use
that lovely magic card on the middle of the field and destroy almost all of his
pesky crush tiles, but there is a downside to this, he has a few Immortal cards
which can pass through the crush terrain with no penalty and upon their demise
they create a 2x2 area into crush terrain! Wisely use that magic card (You know
the one we always use to win, the one that changes the terrain!) because if you
do happen to use it at the wrong time he win with the destruction of a card.

Note: When I said that he had crush creatures I meant that Crush Card changes the
monster so that when it is destroyed it creates a 2x2 area into crush. You can see
which card this is because you will some black smoke go off on the card when he
uses Crush Card in combination with a monster 1000 AP or less.

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