Yu-Gi-Oh! World Tournament 2010 Walkthrough :
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Walkthrough - FAQ/WalkthroughYugioh 5Ds World Championship 2010: Reverse of Arcadia Full Walkthrough and Guide by nekofjung -------------------------------- Table of Contents: I. Introduction [INTRO] II. About Yugioh [AY] III. Changes since WC 2009 [CHNG] IV. Beginnings [BGN] V. Chapter 1 [CH1] VI. Chapter 2 [CH2] VII. Chapter 3 [CH3] VIII. Chapter 4 [CH4] IX. Chapter 5 [CH5] X. Chapter 6 [CH6] XI. After the Story [AFS] XII. Questions [QA] XIII. Thanks [THX] -------------------------------- [INTRO] I. Introduction Howdy there everyone! I'm nekofjung and this is my comprehensive guide to Yugioh 5Ds World Championship 2010: Reverse of Arcadia. For the sake of me not getting carple tunnel just from the title alone, this game shall be from now referred to as WC10. Now, why am I a legitimate person to make this guide? Well, I already have the largest in-depth guide for WC2009 on gamefaqs (http://www.gamefaqs.com/portable/ds/file/955057/56506). I have played the Yugioh TCG ever since the year it came to North America and have played in and done well in many tournaments both in real life and online. I am an admin and article writer for Duel Academy (http://duelacademy.forum0.net/forum.htm), and I have also recently become an article write for Kaiba Corporation (http://www.kaibacorporation.com/forum.php). Well, now you have the majority of my credentials, so let's get on with this guide! This guide will take you all the way through the storyline and will unlock everything in the game by the time you are done reading it if you follow it step-by-step. Before I begin, just the quick note for my own protection. This guide was created by me and any other works referenced will be cited at the end of the guide. Please do not post this guide anywhere without first asking me by PM on Duel Academy or Kaiba Corporation. Any time information is referenced from this guide, please make sure that I receive full credit for the work I have done. In short, don't steal. There is no reason for it. -------------------------------- [AY] II. About Yugioh Yugioh is a game where you use spells, traps, and monsters to reduce your opponent's Life Points to zero, although there are some other special ways to win. I'm not going to go into much detail on the basics of how to play, because the game comes with a very good in-depth tutorial for newbies. I'll also be giving out some hints and tips along the way to help you defeat your opponents in the game. There are some extra things in this game, however, aside from regular dueling. You have a Duel Runner and will have to compete in some racing games. There are also Tag Duels, where you duel 2 on 2 with a partner. I will be giving some helpful hints for these as well along the way, but again the game does give tutorials for these as well if you need the help. -------------------------------- [CHNG] III. Changes since WC 2009 -Several new cards added. -The Duel screen got a slight makeover, and is back to being a top down look rather than being angled. -More costumes, faces . . . etc for customizing your character. -Racing games have new traps and some jumps. -Racing games have speed spell cards you can collect while racing. -Quicker transitions from WC mode to Story mode -------------------------------- [BGN] IV. Beginnings Ok, now let's get into the actual guide (what you actually came here for). If you've played WC09 before, then you'll notice the starting screen is very similar. Before we jump into the story mode, let's check out the World Championship mode. It will be beneficial to spruce up your deck before starting story mode. First, let's look at the starter deck you receive: Monsters(21): 1x Hunter Dragon 1x Sonic Duck 1x Tune Warrior 1x Chiron the Mage 2x Comrade Swordsman of Landstar 1x Crystal Seer 1x Elemental Hero Wildheart 1x Flamvell Grunika 1x Iron Blacksmith Kotetsu 1x Neo-Spacian Air Hummingbird 1x Nightmare Penguin 3x Nimble Momonga 1x Powered Tuner 1x Strong Wind Dragon 1x Swift Birdman Joe 1x Tiger Dragon 2x Twin-Sword Marauder Spells(13): 1x Banner of Courage 1x Black Pendant 1x Dark Core 1x De-Spell 1x Faustian Bargain 1x Gift of the Martyr 2x Lucky Iron Axe 1x Offerings to the Doomed 1x Shrink 1x Soul Reversal 1x Soul Taker 1x Twister Traps(6): 1x Dust Tornado 1x Flashbang 1x Needle Ceiling 1x Seven Tools of the Bandit 1x Thunder of Ruler 1x Trojan Blast Extra(3): 1x Gaia Knight, the Force of Earth 1x Naturia Leodrake 1x X-Saber Urbellum Ok, you have 23 other cards in your trunk and side deck, so I'm gonna make some quick suggestions for immediate changes. Cards to add to the deck: Dekoichi the Battlechanted Locomotive - good self-replacing card that can let you draw into better cards. Roc from the Valley of Haze - winged beast for Icarus Attack and for now a single tribute, 2400 ATK beatstick isn't horrible for you. Nobleman of Extermination - you need all the spell/trap control you can get early on. Chaos Burst - 1 of your few ways to destroy monsters by effects at this time. Even though it is a -1 card disadvantage, it's what you've got for now. =/ Icarus Attack - you just barely have enough Winged Beasts to use it, but you can get some more if you choose the correct packs to buy early on. 2x Kunai with Chain - 1 of the better traps you are given. It will probably save your butt a few times over. Malevolent Catastrophe - difficult to use properly, but it can save you from some of the annoying traps that the AI's will use against you even early on. Just try not to set too many of your own traps while you have that on the field. Raigeki Break - Probably 1 of the best generic destruction cards you have to start with. A good yugioh player typically will want to play with a 40-card deck since it gives you the best chances of completing strategies and drawing into your stronger cards more quickly. Therefore, since I told you to add 9 cards, here are 9 cards you can probably take out: 2x Comrade Swordsman of Landstar - even though he's a tuner, you'll be able to get access to better tuners early on, so he isn't needed. Powered Tuner - His effect sucks and you don't have enough ways to swarm the field with tuners for him to be useful to you for now. De-Spell - a very situational and crappy card. Gift of the Martyr - this card creates a -2 card disadvantage for you that is not at all worth its effect. Soul Reversal - This card is a -1 and its effect isn't all that stunning. Flashbang - A crap card that is a -1 and gives you no advantage. Thunder of Ruler - Another -1 effect that doesn't do enough to help you and that is also outclassed by cards like Waboku and Threatening Roar. Trojan Blast - Extremely situational card that you will most likely never get a chance to use. In other words, worthless. Now, if we head over to the Card Shop, you should find 7 card packs that you can buy right off the bat. What I'll do for you is to provide a list of some of the better cards to look forward to in the packs. Also, note that the Dark Beginning and Dark Revelation packs have A LOT of cards in them and I don't advise buying them just to search for a specific card. Also, the lists I give you will not include any banned cards the packs have, since you really only collect them for the sake of collecting them. Only the Dark Beginning and Dark Revelation packs have banned cards in them. Dark Beginning 1: Monsters: Banisher of the Light Exodia (and pieces) Giant Germ Goblin Attack Force Mask of Darkness Morphing Jar #2 Jinzo Spells: Axe of Despair Fissure Upstart Goblin Giant Trunade Mage Power Messenger of Peace Mystical Space Typhoon Nobleman of Crossout Swords of Revealing Light The Shallow Grave United We Stand Traps: Call of the Haunted Ceasefire Dust Tornado Gravity Bind Magic Drain Torrential Tribute Trap Hole Dark Beginning 2: Monsters: Airknight Parshath Asura Priest Bazoo the Soul Eater Cannon Soldier Dark Dust Spirit Dark Ruler Ha Des Don Zaloog Exiled Force Gemini Elf Guardian Sphinx Hino-Kagu-Tsuchi Injection Fairy Lily King Tiger Wanghu Kycoo the Ghost Destroyer Morphing Jar Penguin Soldier Pyramid Turtle Sangan Soul of Purity and Light Spear Dragon Twin-Headed Behemoth Tyrant Dragon Vampire Lord Yamata Dragon Zombyra the Dark Spells: A Legendary Ocean Book of Life Book of Moon Creature Swap Heavy Storm Reinforcement of the Army Traps: Bottomless Trap Hole Destiny Board (and pieces) Magic Jammer Mirror Force Reckless Greed Robbin' Goblin Royal Decree Royal Oppression Solemn Judgment Trap Dustshoot Dark Revelation Volume 1: Monsters: Archfiend Soldier Breaker the Magical Warrior Chaos Command Magician D.D. Warrior Lady Dark Mster - Zorc Gravekeeper's set Lava Golem Luster Dragon Old Vindictive Magician Reflect Bounder Royal Magical Library Skilled Dark Magician Spirit Reaper Spells: Autonomous Action Unit Different Dimension Capsule Final Countdown My Body as a Shield Necrovalley Reasoning Wave-Motion Cannon Traps: Interdimensional Matter Transporter Ojama Trio Sakuretsu Armor Skill Drain Dark Revelation Volume 2: Monsters: Berserk Gorilla Chaos Sorcerer Dark Driceratops Emissary of the Afterlife Enraged Battle Ox Freed the Brave Wanderer Guardian Angel Joan Legendary Jujitsu Master Levia-Dragon - Daedalus Lord Poison Mad Dog of Darkness Mataza the Zapper Night Assailant Ryu Kokki Solar Flare Dragon Stealth Bird Strike Ninja The End of Anubis Zaborg the Thunder Monarch Spells: Enemy Controller Level Limit Area B Smashing Ground The Sanctuary in the Sky Trap: Beckoning Light Compulsory Evacuation Device Wall of Revealing Light Again, I do not recommend purchasing many of the above 4 packs. Most of the good cards in them can be found elsewhere later, and you are really rolling the dice on whether or not you get lucky enough to get some of the best cards in these packs. Now I do suggest checking out closely the next 3 packs, as they all contain many of the newer cards in the game, so you won't have to wait at all to find some powerful Synchro monsters if you buy these packs! I may at times generically say that you can find a "set" of cards in the packs, but I will list separately any important tuners or synchro monsters from the set that can be used outside of the set. Synchro Awaken!!: Monsters: Ally of Justice set Ally of Justice - Catastor Brionac, Dragon of the Ice Barrier Cyber Dragon Flamvell Uruquizas Mist Valley set Mist Valley Soldier Mist Wurm Worm set X-Sabers set X-Saber Airbellum Spells: Nobleman of Extermination Soul Exchange Traps: Dust Tornado Brionac, Uruquizas, and Mist Wurm are all awesome Synchro monsters who will serve you well throughout the entirety of the game! Mist Valley Soldier and Airbellum are also both excellent tuner monsters. Cyber Dragon is just awesome period. Definitely invest in these packs until you can get some of these powerful cards! Invasion of Worms!!: Monsters: Ally of Justice set Ally of Justice Light Gazer Dark Resonator Flamvell set Genex set Genex Controller Ghost Gardna Goyo Guardian Hydro Genex Nitro Warrior Ice set Mist Valley set Worm set Worm King X-Saber set X-Saber Palomuro X-Saber Wayne Spells: Mystical Space Typhoon Traps: none of value :P Light Gazer is a decent 8-star Synchro and you probably won't find many good ones for awhile so he fills that space at least. Goyo Guardian is a must-have Synchro for any deck. Dark Resonator and Palomuro are both decent tuners if you don't have Mist Valley Soldier and Airbellum already. Genex Controller also has some very interesting support cards in the Genex set, so if you want to add a bunch of Genex monsters to your deck, that is a fun way to go. The only big kahuna in the spell and trap cards section for this pack, however, is Mystical Space Typhoon, which from now on I'll refer to as MST. This is a staple card that you should have in almost any deck you make. Very sexy. Justice Strikes Back!!: Monsters: Ally of Justice set Ally of Justice Field Marshal Dewloren, Tiger King of the Ice Barrier Drillroid Fabled (Fiend Roar Deity) Raven Genex set Geo Genex Ice set Mad Archfiend Morphtronic set Naturia set Naturia Beast Thermal Genex Spells: Enemy Controller Shield Crush Traps: none of value :P Field Marshal and Naturia Beast are both decent Synchro monsters. Other than that, Drillroid is a nice card in general, and Enemy Controller is a very versatile card to add to your deck. All in all, however, I only suggest purchasing this pack if you want to get cards from a set that you are working on building (like the Genex set). Do not forget that you can also use the Card Password function for any card that you have 1 copy of to get up to another 2 copies of the card. The price per card is reasonable since you won't have to be searching through many packs to find another copy. You can find a picture of any card in the game just by looking through google image searches of the card. In the bottom left corner of the card is the code that you put into the Card Password function. After you input the code, it will tell you how much it will cost to buy the card, and if you accept then another copy of the card will be added to your trunk. ^_^ There aren't a whole lot of very specific strategies you can use right now, unless you've collected a whole bunch of Genex cards, that is. So you should just be concentrating on trying to toss out the weaker cards in your deck and replace them with cards that are just generically more useful. If you did manage to get your hands on a good number of Genex cards including Genex Controller, then I suggest leaning toward a Genex deck. You could potentially also start collecting a whole bunch of the Dark Revelation Volume 1 set until you have enough cards to put together a decent Gravekeeper's deck, but like I said trying to find specific cards in those huge packs is just hellish and probably a waste of time unless you are very lucky. In order to get some DP to pay for more of these packs, I really suggest dueling against some of the WC mode opponents before starting the story mode. It will make things a lot easier in the long run. A few things are different here as well versus from WC09. First, you get to start out with 6 different opponents, and none of them are quite as intimidating as the opponent's you had to face early in WC mode for WC09. Next, you get more DP than you did in WC09 if you lose, so don't worry about losing a duel. It will also add to your total duels, which will help you unlock things earlier and will also slowly allow you to get more DP from a bonus that counts how many total duels you've played and divides the number by 10 to give you that much DP at the end of each duel won. The last thing to take notice of before we start is that you now only have to defeat duelists 3x in order to unlock things. It's a nice and welcome 40% drop in grinding versus WC09 and will allow you to feel like you're making progress a bit more quickly. So, let's check out the 1st 6 opponent's and beat them all 3x each! Oh, on a quick note - before you begin go to Options --> Duel Settings and turn OFF Display Card Details unless you want to have to make an extra click every time your opponent plays any card ever. It was a really poorly thought out new design on Konami's part. =/ Princess Pikeru Cure Princess 600 She uses a Pikeru and Curran deck that tries to heal her LP while dealing damage to your's and stalling to keep you from attacking. If you bring some spell and trap destruction effects, and can get rid of her stall cards then she shouldn't be much trouble. I don't think she is able to make any monster have more than 2000 ATK, so summon a decent beatstick and get rid of her stall cards to glide to an easy win. You'll earn a Star Chip after beating Pikeru. This won't mean much to you right now, though. It's just a side game for after the story mode is finished. You will get another Star Chip every time you beat an opponent for the 1st time in WC mode. Herald of Green Light Guardian Angel 600 He uses all 3 Heralds to attempt to negate your spell, trap, and monster effects. While this means you need to be careful not to back yourself into a corner, it also means that he is going to very rapidly use up all the cards in his hand so as long as you play smart and keep your card advantage you shouldn't have too much trouble. His best beatstick is Soul of Purity and Light, who can be special summoned by removing 2 LIGHT monsters from his grave. She has 2000 ATK and drops the ATK of your monsters during your Battle Phase, so you'll need a 2400+ beatstick if you want to go heads up with her. I suggest just using some monster destruction effects to take her out. The other really big hitter you need to look out for is Honest. Be very careful when you attack an attack position monster Herald controls, because there's always the chance he'll drop an Honest to beat you. Herald uses almost no traps cards, which should be a relief to you, but instead he uses Destiny Board. It shouldn't be too big a deal, just make sure to hit any piece with some sort of s/t destruction effect before all 5 pieces are on the field or else you will instantly lose. My last advice is to have some way to get rid of Arcana Force 0 - The Fool. He can't be destroyed by battle, so I suggest using Mist Valley Soldier, who can return him to the hand and let your other monsters swing for damage. You can also just destroy him with effects if you have enough of the necessary cards in your deck at this point. Fortune Lady Light Entrusted Fortune 600 Obviously, she uses a Fortune Lady deck. Watch out for Slip of Fortune, which can help her swarm you on the next turn while protecting one her monsters from your attacks. Another card that will help her swarm is Inherited Fortune, which can let her bring out 2 Fortune Ladies on her next standby phase, and if she special summons Water, she will draw 2 more cards. Additionally, she can even special summon higher level Fortune Ladies like Dark with that effect which means you may have to face some powerful beatsticks. If her Fortune Ladies stay on the field too long you could be in trouble, so make sure you're taking them out before their stats get too out of control for you to handle. If you can plant a nice beatstick on the field and back it up with some traps you should be fine. Don't lose hope if she gets a really good hand and beats you once or twice, because her deck also has the ability to get her some really bad starting hands as well. Vennominaga the Deity of Poisonous Snakes Venom Venom! 600 She uses a "Venom" deck that focuses on stalling you while Venom Swamp weakens and destroys your monsters. Save as much s/t hate as you can so that when she plays Venom Swamp you can destroy it immediately. Other than that, the only major combo to watch out for is that Damage=Reptile can let her immediately summon Vennominon. Never destroy Vennominon with an effect if she has a face-down card, because it could be the card that allows her to summon Vennominaga. If she does manage to do that (although, you really should be able to stop her), then she has extremely good chances of winning since Vennominaga is completely immune to monster, spell, and trap effects, so the only way to beat it is with Burn cards or a monster with higher ATK (not easy to do in most cases). Take out Venom Swamp and don't allow Vennominon or Vennominaga to be summoned and you should have an easier duel. Nanobreaker Konami Commando 600 Nanobreaker uses a bunch of Warrior-type beatsticks in her beatdown deck. The strategy is fairly linear, and if you can summon a beatstick of your own with 2400+ ATK she shouldn't give you too much hassle. I suggest if she summons Sasuke Samurai #4, that you not bother going through the 50% chance of losing your monster if you can help it. Just destroy him with an effect. Save your s/t destruction effects for cards like Burden of the Mighty and Skill Drain. Izanami Izanami's Summon 600 Izanami uses a Spirit monster deck. She relies HEAVILY on Mausoleum of the Emperor. Without that card she is fairly easy to deal with. With that card, she can be a pain in the butt by summoning Dark Dust Spirit every turn. Save all your s/t destruction effects for Mausoleum of the Emperor. If you can take that out, then the only thing you have to watch for is Izanagi who can be special summoned and is a decent beatstick. Luckily for you, she will often play Royal Oppression, which you can use to negate Izanagi's summoning, however it also means you probably won't have access to your synchro monsters much in these duels. A neat trick is if you have Mystical Space Typhoon or Dust Tornado, wait for her to use Mausoleum's effect and take damage, then chain to Mausoleum's effect and destroy. She won't get to summon a monster, but she will still take the 1000 or 2000 damage. Also note that you can use Mausoleum yourself, so if you want to add a few larger monsters to your deck for this duel, feel free to do so. One last thing, be careful not to play too many small monsters onto the field, because Izanami can summon Asura Priest who has 1700 ATK and can attack all your monsters. If you've dueled all of those opponents and won 3x each, then by now you should have 20 duels, which unlocks a new pack - World Championship Edition 1! Let's take a look at what it has to offer: World Championship Edition 1: Monsters: Abyss Soldier Blue Eyes Shining Dragon Deep Diver Gilford the Lightning Red-Eyes Darkness Metal Dragon Silent Swordsman set Van'Dalgyon the Dark Dragon Lord Violet Witch Winged Rhynos Spells: Mind Control Traps: none of value :P Well, there's a lot of really weak cards in this pack mixed in with a very few very powerful ones. Mind Control is awesome if you're using a lot of tuners in your deck, since you can just take an opponent's monster, summon a tuner, and Synchro Summon what you want. Red-Eyes Darkness Metal Dragon (REDMD) is the core card of almost any Dragon deck, so if that's what you're aiming for (although I don't recommend it for now), then go try to pick him up. Overall, I don't think this pack is worth buying at this point in the game for you. It will probably be a waste of DP. So, after doing all those duels in WC mode you should've had a chance to buy some packs and upgrade your deck. Now, it's time to finally head into the story mode and let the fun begin! -------------------------------- [CH1] V. Chapter 1 Well, 1st you get to see a scene of some guy with white hair (you'll find out who he is later) getting tortured by Chief, whom you met in WC09 and who you know is a ruthless jailor. The white haired fellow teleports outta prison and joins the ranks of some evil-looking dudes. Next, you get to see a bunch of monkeys chasing some little midget around in the forest. Yes, this is a very ADHD opening scene. The monkey fail and go report to some unknown person who is cackling in the good old evil villain "Ha ha ha..." style. Finally, the game asks if you've ever played before. Say yes or else you're going to be listening to a long speech. If you haven't played before...I suggest reading the tutorial 1st, and then when it gets to this point still press Yes. xD With that, the game starts chapter 1. You start by dreaming of some shadowy person begging for your help in a foresty setting, but wake up to find yourself in a chamber with 2 people named Seria and Sayer. They're talking some mumbo jumbo about you communicating with the Spirit World, and generally treating you like a little guinea pig. You wake up and they haul you over to a room. Once there, Seria gives you a "Supplied Deck" which you have to use for the time being. Next, you get introduced to your roomies, Okita and Liquid (seriously, who names their child Liquid?? ... mother probably was a boozer =/). Liquid tells you that you're in the Arcadia Movement headquarters and generally thinks of you as weird for not knowing this blaringly obvious fact. Eventually, the game gives you control of your character. Go ahead and save now so you never have to watch all that crap over again. Use the floating, spinning, green diamond to save. Talk with Okita and he'll ask you to duel. Do it. Just do it. Okita Healing Psychic Well, the deck they give you turns out to not be too shabby. You've got some Psychic monsters along with some Genex monsters and some all around not too shabby cards. You've also got some decent Synchro monsters. This deck is probably better than what you've been playing with. Okita, on the other hand, has a deck that is such a piece of crap you should have no trouble at all beating it. He's got all the goodies. Everything from Red Medicine, to Sparks, to a bunch of vanilla monsters. You don't need my help here. Just go crush his pitiful butt!! After beating him up, Liquid attempts to get a duel in with you, but he's cut off by Sayer, who has a mission for you. Enter Akiza Izinski, who is participating in the Fortune Cup. While she's dueling, your mission, should you choose to accept it (not that you have a choice), is to infiltrate the event hall and go support her. This message will self destruct in 3 2 (boom). What? I can't have a mission impossible pun now? Anyways, save again so that you never have to listen to that crap again. Go talk to Liquid who is by the doorway and he'll ask if you're ready. Of course you are, so say yes. You'll wind up in somewhat familiar territory if you've played WC09. This is just south of the event hall. Head north and check out the front entrance. It's blocked by a guard who won't let you through. You could go over and talk to Okita and Liquid who are now standing off to the right of where they were before, but let's explore a bit. Head east a screen. Go to the far-northeast side of the screen to find a green trash can. Click on it and you'll find a DP code . . . for 2000 DP!! Well, doesn't that give you some nice pocket change? Save it, there will be use for that dough soon enough. Head east another screen and check the 1st trash can you see at the top of that screen to find a Star Chip. None of the other trash cans have anything for you and you can't go anywhere else, so now's the time to go talk with Okita and Liquid. Apparently, Okita found a secret entrance. They'll be the look-outs for you, so that means you get the honor of breaking and entering . . . i mean inviting yourself in. Here, you'll find the 1st puzzle of the game. I'm not very good at creating maps, so instead I'm just gonna try my best to give you some step-by-step instructions on how to get through this maze. 1. Go as far to the northeast as possible and push the block there north as far as possible. 2. Go 3 spaces west of the block you pushed and push the block there south 1 space. 3. Go to the far west side and push the block there down 1 space. 4. Push the northern-most block as far east as possible. 5. Go 4 spaces west of the block you just pushed and push the block south of you down 2 spaces. 6. Push the block that is now just west of you west 1 space. 7. Push the block that is now just south of you south 1 space. 8. Push the block that is now just east of you east 1 space. 9. Push the block that is now just south of you south 2 spaces. 10 Head to the southwest corner to exit the map. That puzzle was a bit of a nuisance, eh? Well, get used to it because more will be coming in the future. Just be thankful you have me around so you won't have to do things more than once. ^_^ You'll exit into open air. Just south of where you exit is a pile of boxes. Check them to find a DP Code for 600 DP! More nice pocket change. w00t. Go ahead and use the save point here so you don't have to go through the puzzle again. When you're ready, head north through the doors. Go east just a bit to find the door to the waiting room, which is where you were supposed to infiltrate. The game will cut to a scene of Akiza dueling Yusei Fudo. The two have a bit of a quarrel, and it becomes obvious that Akiza has beaten wife syndrome as she doesn't want to think for herself. Listen up kids, thinking for yourself is a good thing. Don't just be a puppet in life. ^,^ Well, enough of me making good karma. Yusei goes and shows her that he's right and she's wrong by of course beating her in a children's card game. Good job Yusei . . . oh wait, we're supposed to be rooting for Akiza. o_O The scene cuts to you and Liquid in the waiting room as you hear the duel finishing outside. Okita pops in to tell you both that Akiza just lost. You head out to the hallway to find Sayer comforting Akiza. He tells you that the plan is on hold and that you should go home. In other words, everything you just did was a great big waste of time (unless you took my advice and found the 2600 DP and Star Chip). Oh, but things can't end so smoothly! A half-bald, purple-haired weirdo named Lazar who works for Director Goodwin shows up in an attempt to get Sayer to speak with Goodwin. Sayer tells him to shoo, so Lazar goes and gets all violent. Sayer's time is too precious to be occupied beating up goons. Good thing you're here for that! Tashiro Equip & Tribute 880 I'm not really sure what this guy's deck is . . . because I beat him way too quickly. Anyway, he has a bunch of very weak vanilla monsters and I never saw any decent spell or trap cards used by him, so I'm assuming you shouldn't have any trouble taking care of him considering the fairly decent deck you've been provided. After beating Tashiro, Lazar decides to fall back. In other words, he's a complete and utter coward who isn't even willing to attempt dueling with you. ^_^ Time to head back home with Liquid and Okita...or maybe not quite yet. Just as you're about to leave, glasses-girl Carly comes up to your and announces that she's a journalist and she wants to know everything about the Arcadia Movement (not that you know anything anyway). She decides the best way to pump you for information is to duel, but then the championship match starts and you become a small fry in her ADD mind. You follow her out to view the match and see a giant red dragon in the sky. The game cuts to the final scene of Yusei claiming victory over Jack and becoming the new king. Upon seeing Yusei and Jack, your head apparently starts hurting and you get a flashback of a time when you knew Jack and Yusei a bit more intimately. Again, this ADHD game switches scenes on you to Sayer comforting a tired Akiza, and continuing to bend her to his will. Once again, you regain control of your character back in your room. Please save now so you don't have to deal with any of that ever again! Ok, leave your room and then head east. In the next room is an elevator you can't use, and 1 more room east is a door you can't open. So if this isn't obvious enough for you, head south, which will take you outside. There's nowhere to go outside except for the path to the west, so head that way and go through the doors there. Here, you'll meet Check and Nino, who will give you Duel Puzzle and Structure Duel training. Let's start with Check and his Duel Puzzles. Here's the answers to them. Note that if I tell you to summon or special summon a monster it should be assumed to do so in attack position unless I specify otherwise. Compact Duel 1: 1. Summon Acrobat Monkey. 2. Attack with both monsters. (If you failed this puzzle, you fail at life.) Compact Duel 2: 1. Activate Malice Dispersion, discarding Cyber Dragon. 2. Special Summon Cyber Eltanin. 3. Attack with Cyber Eltanin (he should have 3000 ATK). Compact Duel 3: 1. Special Summon Quickdraw Synchron, discarding Plaguespreader Zombie. 2. Normal Summon Stardust Xialong. 3. Synchro Summon Turbo Warrior. 4. Special Summon Plaguespreader Zombie with his effect by sending Majestic Dragon to the top of your deck. 5. Synchro Summon Stardust Dragon and activate Stardust Xialong's effect. 6. Activate One for One, ditching Mad Archfiend to Special Summon Majestic Dragon from your deck. 7. Synchro Summon Majestic Star Dragon. 8. Activate Majestic Star Dragon's effect to negate Dark Armed Dragon's effect. 9. Activate Majestic Star Dragon's effect to use Dark Armed Dragon's effect. Remove Mad Archfiend from your grave to destroy Dark Armed Dragon. 10. Attack with Majestic Star Dragon. That's a quick and easy 1290 DP. We can't do the rest of the puzzles until after we finish the structure duel training. I can't really help much with that training. It's mostly going to be who can get the luckier starting hand, however the decks toward the right side tend to be more powerful, although I suggest taking the time to win with every deck since it will get you a nice stockpile of DP and will be useful later on. Once you've had your fill of Structure Duels, head back over to finish off the last 2 Duel Puzzles for some easy DP. Compact Duel 4: 1. Flip Summon Ryko, Lightsworn Hunter and have him destroy himself (he needs to be in the graveyard as your 4th Lightsworn monster so you can summon Judgment Dragon later). Special Summon the Wulf, Lightsworn Beast you discarded. 2. Summon Tethys, Goddess of Light by tributing Wulf, Lightsworn Beast. 3. Activate Solemn Wishes. 4. Activate Jar of Greed. When you draw into Celestia, use Tethys' effect to draw again. 5. Special Summon Judgment Dragon and use his effect to clear the field. 6. Attack with Judgment Dragon. Compact Duel 5: 1. Flip Summon Reptilianne Scylla. 2. Summon Reptillianne Medusa by tributing Reptilianne Gorgon. 3. Use Medusa's effect on 3 different Marshmallons by discarding Gogiga Gagagigo, Molting Escape, and Oshaleon. 4. Synchro Summon Reptillianne Hydra. 5. Activate Reptilianne Spawn. The monster removed for this effect doesn't matter. 6. Activate Offering to the Snake Deity and tribute 1 of your tokens to destroy both copies of Swords of Revealing Light. 7. Activate Double Summon and tribute your other token to summon Giga Gagagigo. 8. Activate Order to Charge, targeting Giga Gagagigo and your opponent's last remaining Marshmallon. 9. Equip Axe of Despair to either monster and attack with both monsters. And that is another 2060 free DP for you. =D Once you've completed the training, you will be able to buy structure decks. I'm not 100% certain on this, but I believe that this is how it works. After you buy a structure deck, after the next time you win 5 duels in a row, a new structure deck will take its place. Again, not sure on this, but after testing it seems to be the case. Now you know why I wanted you to save up some DP. Structure decks are expensive at 2000 DP a pop, but they are worth it as they can very often give you at least a few very useful cards. Some structure decks are worth making an entire deck around, and do not forget that you can always used the Card Password system I talked about in the beginning of this guide to get 3 copies of any card you receive from a Structure Deck. ^_^ With this, you have a wide variety of strategies open to you as far as deckbuilding is concerned. Also, if you take a break from story mode, you should be able to find XX-Saber Hyunlei as an opponent now, so let's just quickly beat him 3x for consistency's sake and so you can build up some more funds. All this DP will come in handy and will be useful in more than just buying the Structure Decks. You may feel rich right now but you won't later so don't go wasting your DP on useless things. :P XX-Saber Hyunlei Sword of Legion 1500 He uses an XX-Saber deck. The deck can be scary, but only if you allow it to swarm you. Bring any high ATK beatsticks you can find. Planting a 1900 ATK monster or even better a 2400+ ATK monster should put you mostly in the clear for this duel, although watch out for traps like Bottomless Trap Hole and Gottoms' Emergency Call. He's also got many good synchro summoning combos to worry about. XX-Sabers have a combo with Gottoms, 2 Faultrolls, and Regigura that can deplete your hand to 0, but I've never seen this AI figure out that devastating combo at least. :P Still, as of yet this is your toughest opponent. Don't underestimate his abilities. If you've been completing all the structure duels and have been beating all the opponent's I've told you to up until this point, then by now you should have won 50 duels, which means you've unlocked a new pack - Rise of Destiny! Let's check it out: Rise of Destiny: Monsters: Dekoichi the Battlechanted Locomotive Fusilier Dragon, the Dual-Mode Beast Gaia Soul the Combustible Collective Harpie set Mirage Dragon Mystic Swordsman set Nightmare Penguin Perfect Machine King Pitch-Black Warwolf Roc from the Valley of Haze The Creator Thestalos the Firestorm Monarch Ultimate Insect set Spells: Monster Reincarnation Traps: Divine Wrath If you haven't been able to come up with a good strategy to use yet, then I suggest investing in some of the cards in this pack until you have enough to make a rudimentary Harpie Lady deck (minus Harpie Queen unfortunately). You can use the Card Password function to take the Icarus Attack you were given in the beginning of the game and make a couple copies of it. That should hold you over until you can do better. Meanwhile, Dekoichi is a nice self-replacing card as I believe I've said before. Nightmare Penguin is a decent card considering what you probably have right now. Roc is an okayish card, but if you're short on 2400+ ATK beatstick you may want to consider him, although Thestalos is obviously the better card to use if you can find a copy of him. Well, it's been awhile that we've been stuck in 1 place. I guess we can go continue with the story mode now. ^_^ Head out and back into the building through the main entrance. Head towards your room and you'll be stopped by Sayer. He wants you to duel against Akiza. It doesn't take much convincing. Akiza Izinski Wandering Garden 1400 This is a full-out Plant deck, and it is at a level higher than any deck you should have faced so far. All I can really say is to hope for the best. She is able to make big plays with Tytannial and Black Rose Dragon, and she'll control you with Black Garden. Black Garden doesn't work against flip summons, so I suggest setting your monsters 1st when it is out . . . if you can. Botanical Lion is also a very strong beatstick to be wary of. Overall I would say your chances for victory in this duel are slim to none, but that's ok because losing the duel still progresses the storyline. Either way, the scene after the duel will end with her beating the crap outta you with her psychic powers, so enjoy your beating regardless. Sayer shooes away Akiza after that little altercation and you wind up back in your room. Your next task is to get some Duel Runner training in. Head out of the building and go south a screen. Map change over to New Dominocity. This should look familiar to you now. Head over 1 screen to the east to find the place where you'll be doing the training. Talk with Kawasaki at the gate and he'll get you set up for a test ride. Liquid comes out saying it was harder than he expected, and now it's your turn. Talk with Kawasaki again and you'll get started up. You shouldn't have too much problem with speed since your Duel Runner isn't very fast at this point. Just avoid the major obstacles and hold down the accelerator the entire race and you should easily make it under the allotted time. There are some new features to the course from WC09. Now, there are speed-up panels (the blocks with the arrows on them) that will give you a boost. You need to use these so that you can clear the jumps you will have to do. Also, make sure you aren't going to slowly around the corners near the end or else you won't make the big jump and your Duel Runner will probably be destroyed before you're able to make it up the rocky hill down below. You need to finish within 3 minutes, but a reasonable time to aim for to call it a decent run is probably 1 minute, 10 seconds. If you can do it in under 1 minute, you're looking pretty darn good. If you press START in the middle of a run, you can choose an option to start the run over too. After finishing, Liquid is thoroughly impressed by your mad racing skills. As you head off to leave, however, you bump into Yusei, who recognizes you instantly. That gets you another flashback of a time when you might've known him personally. Crow and Kalin also appear in the flashback. Liquid asks if you know Yusei, but Sayer quickly steps in to make sure that you get as far away from Yusei as possible, as quickly as possible. Conspiracy much? Back at the hideout . . . I mean the Arcadia Movement building where absolutely nothing bad ever happens . . . Sayer and Seria are scanning your guinea pig brain as she talks about how you aren't conscious (seriously, they couldn't tell just by looking that your eyes are closed?). Sayer asks if the brainwashing is wearing off, and Seria responds in the positive. Sayer wants to strengthen the brainwashing, but Seria says that it could kill you, and apparently Sayer wants you alive. What a way to end Chapter 1, eh? -------------------------------- [CH2] VI. Chapter 2 You wake up in an unfamiliar place with Crow looking over you (he likes to watch you while you sleep ...). Crow starts complaining about his insecurities with securities, and reminds you that you are a teammate of his in the gang he's in, and that you are in the B.A.D. area of Satellite. He wants to make sure you're ok by beating your brains out with a duel, but forgot that Securities took your deck and his secondary deck. Therefore, you guys need to bust into the Security Compound to retrieve your decks. For those of you who played WC09, I know you can see where this is going . . . Crow gives you a uniform and a key to the facility. Don't ask where he got them. Nobody knows. Go over to the save point and save the game so you don't have to view all of that stuff again. Before we get started with annoying Story Mode stuffs, let's head back to the WC mode for a bit and enjoy ourselves. When you switch modes you'll notice that 6 new duelists have been added to the ranks, so feel free to kick all their butts 3x each at this time and work up a bit more DP. I'll say this again, don't spend DP on useless things. You'll want some saved up for later on. Clear Vice Dragon Transparent World 700 This time you're going to be facing a Clear World deck. This opponent has very few monsters, so you shouldn't have much use for monster destruction effects and can probably side some of them out for this duel. Instead, the opponent uses Clear World to annoy you while attempting to use Burn effects to defeat you. You can either aim at getting rid of Clear World as soon as it appears, or you can just add a bunch of Earth attribute monsters to your deck, since the effect you receive from using them while Clear World is on the field is negligible in most cases. This shouldn't be a very difficult win for you at this point. B.E.S. Big Core MK-2 Boss Rush! 700 This guy uses a B.E.S. deck. The thing to know here, is how to take advantage of him. If his monster is in a battle and doesn't have any counters on itself, then it will be destroyed regardless of stats. Additionally, his monsters only receive counters if they are summoned in the way described on the card, and often he will not summon them in that way, so look for your chances where you can simply attack his monster and have it be destroyed even if you have to let 1 of your weaker monsters get beaten up in the process too. In the end, he is actually an incredibly easy opponent and you should not have much trouble beating him. If you can even just bring out a 2400 ATK beatstick he probably won't be able to attack over it. ^_^ By defeating B.E.S. Big Core MK-2 3x, you should unlock Cyber Eltanin as a new opponent. We'll get to him later, for now let's continue where we last stopped: Solar Flare Dragon Flame's Power 700 He uses another Burn deck. You've seen Burn a few times now so I assume you know how to handle it. His Burn uses Dark Room of Nightmare, Solar Flare Dragon, some Volcanic monsters, and basic Burn spells. Nothing you shouldn't be used to by now. By defeating Solar Flare Dragon 3x, you should unlock Chaos Sorcerer as a new opponent. Again, we'll deal with him in a bit, for now keep sweeping up the weaker guys: Underground Arachnid Wild Arachne 700 She uses an Insect deck. She has quite a few powerful monsters and is capable of swarming the field, so make sure you've prepared a fair amount of monster destruction effects in your deck for this duel. Lair Wire can be particularly nasty since it costs her no card advantage and lets her destroy any of your monsters be them face-up or face-down. Another of the new cards to watch out for is Shiny Black C. This card, when in the graveyard, can be removed to destroy a Synchro monster when you Synchro summon it! The effect is quite good, and I suggest not focusing too much on Synchro summoning for this duel because of that. By crushing Underground Arachnid 3x, you should unlock Destiny End Dragoon as a new opponent. As before, we'll take care of him later... Mist Valley Apex Avian Birds of the Mist 700 Mist Valley decks concentrate on returning cards on both sides of the field to their respective players' hands. This means you should try to focus more on using some solid, no-tribute beatsticks and put less focus on Synchro Summoning and using higher level monsters, since they may well end up getting returned to your hand or Extra deck which would leave you most of the time in a bad situation. If you understand how to fight against a Mist Valley deck, you should find that it isn't that big of a challenge, although it may be tougher than some of the easy duelists you've been playing against recently. :P By sacking Mist Valley Apex Avian 3x, you should unlock Superson Skull Flame as a new opponent. Will deal with him in a bit. Witch Doctor of Sparta Spartan Damage 700 This guy may very well have the most annoying deck in the history of all history. He uses a ton of searcher monsters and will just keep on continuously bombarding you with them. Either find a way to remove them from the field outside of battle (Lightning Vortex is great for this if you have it), or just summon a ton of monsters with 1500+ ATK and let the beatdown frenzy begin. He will also use Dupe Frog and Flip Flop Frog to further annoy you with lockdowns, so be wary of those. Nobleman of Crossout and Shield Crush could go a long way toward beating him. Cyber Eltanin Ultimate Strike 1200 He uses a LIGHT Machine deck that focuses on combos with Future Fusion, Cyber Eltanin, and Overload Fusion for quick OTK's. This can give him a lot of bad hands early on, but it also means sometimes he will just start with a god hand and there will be nothing you can do to stop him. Try packing Bottomless Trap Hole and cards like Sakuretsu Armor and Dimensional Prison, which can give you a chance of defeating his big monsters when he tries to OTK you. If you can shut down his OTK attempts, your chances of victory will drastically improve. Chaos Sorcerer Light x Dark = Chaos 1200 His deck packs a bunch of DARK and LIGHT monsters so that he can summon Chaos Sorcerer. Thunder King Rai-Oh is a tough card that can stop your synchro summons and any searching effects, while also having a whopping 1900 ATK. You'll want to take care of him ASAP. He also uses Ryko, Lightsworn Hunter and Cyber Dragon as some of his other LIGHT monsters, so just know that you're going to have your hands full with that monster lineup. The DARK side of his lineup also has some strong beatsticks such as Kycoo the Ghost Destroyer, so it's nothing to scoff at either. He'll also be 1 of the 1st opponents you'll have met with a full s/t lineup including all the staples like Mystical Space Typhoon, Heavy Storm, and Mirror Force. There isn't much of a strategy I can give you for this guy other than to just try to be balanced, take your time, and do the best you can to cope with his powerful cards. |
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