=============================== Lost Kingdom =============================== Rovest Yakuto A.k.a. KawaiiTsunoTiger Tiger Of the wind Bc65040@navix.net Version 1.0 Started 2 June, 2002 6:55 p.m. (central time) Latest update was : June, 2002 : .m. This FAQ can be printed or seen on the internet for private and personal use ONLY. This FAQ may not be placed in a magazine, CD, diskette, sold for a price, copied or anything else than above. Any questions or corrections, please e-mail me at Bc65040@navix.net or ICQ me, my ICQ number is 13902804. ---------------------------------------------------------------------------- Contents ---------------------------------------------------------------------------- 1. Updates 2. Controls 3. Story Walkthrough 4. Side Quests 5. Card Listing 6. Fairy trading 7. Credits ---------------------------------------------------------------------------- 1.Updates ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- 2. Controls ---------------------------------------------------------------------------- The controls are simple but lets look over this section. Control Stick/pad : Move your character C stick : Changes Camera angle Start : Open Menu, See world map. L : Hold this down and press A,B,X, or Y button to Capture Throw. R : Hold this down and press A,B,X, or Y button to throw away cards. A : Battle mode Only ; Use Card activates card whose onscreen location corresponds to button position. Confirm/Execute B : Battle mode Only ; Use Card activates card whose onscreen location corresponds to button position. Cancel X,Y :Battle mode Only ; Use Card activates card whose onscreen location corresponds to button position. You can only carry up to 30 Max cards in your deck at a time. You can edit your deck in the world map menu or at a deck point. You can only save on the World Map menu. Know your Monsters. Fire Beats Wood, Wood beats Earth, Earth beats Water, Water Beats Fire. As you get farther along you'll find a few Neutral monsters. These Neutral Type monsters will not be effected by Elemental attack like fire on wood. Every time a Card kills or captures a monster. That one card will get Exp. You can have a deck of 30 Chimera but you won't get too far if you relay on just that. Each level has deferent types of monster. So your deck must evolve to get far. To train, get Exp, Learn enemy tactics, etc. Abort befor finishing the Mission. You can then Restart them again. But if you complete one. It will not be open to you till after you beat the game. When in a mission. If your cards are burnt out. They will not reappear in your deck till you abort or complete the mission. It is a good idea to collection 6-10 of every card you can. ---------------------------------------------------------------------------- 3. Story Walkthrough ---------------------------------------------------------------------------- Alanjeh Castle Earth And as we begin the story. You receive new of the black Fog nearing the Castle. Talking with the Guards and soldiers will reveal past history and folk tales. Head To the chamber of the runestone. And find your self in battle. one skeleton. Do not worry if you didn't do well this time. You'll have time to understand your deck better. It is time you set forth to solve the mystery of the Black fog. Plains of Rowahl Fire Wood Earth Clear conditions : Complete Training Guided by the Mysterious old crone Gurd, the princess has come to the Plains of Rowahl. Her long journey has only just begun. Things to do : Just get to the Exit. 5 chest : 2 Hobgoblin cards, 1 Man trap, 1 Dark Raven, 1 Mandragora Monsters : Man Trap, Hobgoblin, Mandragora Boss Battle : 1 Sand Golem, 3 Hobgoblins Now you can Enter the Apothecary for infomation, and cards. Here you can buy, Sell, Transform, and copy cards. More on this subject in the Card listing Blessoon Earth Fire Wood This once thriving town is now a ghost town, Destroyed by monsters. The princess searches for a clue that will lead her to her father. Clear conditions : Reach the Exit Things to do : You'll find four Capstans. One of the four elemental colors. Activate them to open the gate. Also if you explore the first half of the map Befor you go threw the gate you'll find a Switch to turn for the fountain. Left,Right,Right,Right. In the fountain is a Mealstrom card. If you look in the third pot on the left side of the gate you will find a card. Also there are 3 red fairies. One Easy to spot after you go threw the gate. Alexander will give you cards for red fairies. If you head North east of here you'll find the end blocked by barrels. Walk against the Barrels till a battle starts and then attack the barrels to open the path. Get the Chest here then head back to Alexander and head north to the exit. 11 chest : Hobgoblin, 2 Skeleton, 2 Lizard man, Mummy, Plague Rat, 2 Dark Raven, Sea Monk, Carbuncle, Lycanthrope. Monsters : Plague rat, Dark Raven, Lycanthrope, Fire Gargoyle. Boss Battle : Fire Golem Burial Grounds Earth Wood The ancestral burial grounds of the Alanjeh royal family, Rhos-Ami lies on the road to Grayl. The Princess must deal with the Undead. Clear conditions : Reach the exit. Things to do : Check the grave next to you at the start of the map for a fairy. Another one is in a well. And 2 more near grave stones father on. Head east of the 2 fairies to find a corps with a Mummy card. Near the exit you will find 4 GraveStones with Runes on them. Touch them in this order. Yellow, green, Pink, red. 8 chest : 2 Skeleton, A Red Fairy *Not a card*, Wraith, Mummy card, Fairy, Ghoul, Dark Raven. Monsters : Skeleton, Venus spider, Wraith, Banshee Boss Battle : Necromancer Shayel Passage Water Fire Earth This ancient sewer runs directly to the Castle Grayl. It is the quickest path to the castle, but the shadows hide strange monsters. Clear conditions : Reach the exit. Things to do : On your path is a red fairy under the bridge that will tell you of pipe monsters. 2 more fairies on your east path. On the path you will find white switches. These move rusty gates. Do not head back yet. there is a fairy on a barrel. Also try to get a battle in that same tunnel and destroy the Barrels for there is a Giant Crab card under one. Farther on a boulder is another fairy. When you brake the pipe near this fairy you should head to the dead end and attack the box to get the chest with a rare card. Then once you beat the Boss head back to the white switch and hit it. Then run to the West side of that path till you get to a gate. Near a chest under a bridge is another Fairy on a boulder. 12 chest : 3 Skeleton, Sea monk, ghoul, Mummy, Running bird, Venus Spider, Lizard man, Dragonoid Maelstrom, Carbuncle. Monsters : Flayer Spawn, Dragonoid, Water Hopper. Boss Battle : Mind Flayer 3 Flayer Spawn Gather Alot of Dragonoids before taking on the boss. these cards are great attacking monster in this place. Nice number like 10 cards is good. they are costly. 4 MP per use but they can be used 3 times befor burning out. They hit twice if you place the attack just right. The Castle Grayl Fire Wood The proud Warrior traditions of the kingdom of Grayl face their strenest test yet, as the black fog descends upon the castle Grayl. Clear conditions : Meet with King Ztlnan of Grayl. Things to do : There is a switch on the Armor who's holding a sword. Along the path you'll see a fairy. Armor hold a Spear is another switch. And the next one will have a Shield, two axes, and one more holding only 1 short sword. One this path you'll find a room. Near where you enter is a card. Will o' wisp. Continue on. 2 rooms from here there is a secret exit to 1 chest. One of the switches opened a secret passage near the entrance. You should of seen a Armor with 3 boxes in front of it. Get in to a battle hear them and then attack them. You'll find a Blood Bush card. Get the rune stone from the Chest. Then talk with the King. 7 chest : Mummy, 3 Red Lizard, Will O' wisp, Wizard, Mind Flayer, Monsters : Red Lizard, Birdman, Will O' wisp Boss Battle : Rune Duelist Helena. Just use your best cards and Come in fast and Run away. She has a few good cards. Head to the Apothecary. For infomation. And new cards. Bridge of Sarvan Fire Wood Water Only the strong can pass over this great bridge on the border of Grayl and Kendarie. The Princess must find a way across. Clear conditions : Reach the other side. Get alot of Chimera. 12-20. You'll need them Things to do : You'll find a red fairy on your path. And another to the east of a split in the path. turn the switch left. And to the west you will find a fairy and then turn the switch right. Head back up stairs to the now open switch and use it. Then across. Alonf the way you'll find a path leading off to a small island with 2 chest. A red fairy near there. 7 chest : Gold Butterfly, Sea Monk, Mind flayer, Carbuncle, Sand Golem, Crystal Rose, Siren Monsters : Chimera, Evil eye, Gold Butterfly, Siren Head to the next stage Kendarie Castle Kendarie, land of wealth and beauty. The black fog has yet to reach Kendarie Castle The Yyprek Mines Fire Earth Wood The Jewel mines of Yyprek: Source of Kendarie's Wealth, and the lair of the thief who stole Kendarie's Rune stone. Clear conditions : Take back the RuneStone Things to do : Check the First Mine cart you see to get a Red Fairy. Another one the East path to the lower mines. And a third when following a knight. And a forth father on with the knight. Near a Chest in a dead end is a pile of wood. In the wood is a Fairy. Near a Deck point you'll find a dead end with a Chest in it. Near a pick axe is a Water Bird Card. Make sure to blast all the Crystals. You'll find Golden goose card under one of the Wider ones. That's a hard to get card that cannot be gotten threw transforming. 10 chest : 2 Carbuncle, Stone Head, 4 Caterpoker, Will o' wisp, Rheebus, Jack-o-lantern Monsters : Caterpoker, Jackolantern, Juggernaut, Boss Battle : 2 Caterpoker, Puppet master You'll find the RuneStone is the Chest after you beat the Boss. Head back to the Apothecary for info and new cards. Brenden Field Water Wood Earth The Bleached bones of the dead scattered across this ancient battlefield. The path to Wyht lies through these haunted fields Clear conditions : Reach the Exit. Things to do : First red Fairy is found near the gate to the battle field. Another in the Battle field. And in then Next open area is a hidden path with 3 chests and a red fairy. And there's one Right behind the Stone next to the 3 chests. And back in the Dragon PLains you'll find a red fairy. 11 chest : 3 Dragon Knight, Wizard, Crystal Rose, Jack-O-lantern, Stone Head, Rheebus, 2 Archer tree, Sea Monk, Monsters : Dragon Knight, Archer Tree, Boss Battle : Lich, Zombie Dragon You'll get a Card for beating the Dragon. Boss Battle : Beelzeabub, 2 archer Tree. Castle of Wyht Wood Fire Neutral Wyht, Known to all as the kingdom of order and law. Mindful of her father's last order, The Princess seeks an audience with the prince. Clear conditions : Reach the throne. Things to do : Talk to the Warriors of wyht. and then use both Switches. Read fairy near the Start of the map. Another above the first floor. Then Enter the East room on the Next floor. get the Key and head to the West room and hit the switch. Next floor will have a Switch Statue on the upper left. 5 chest : 2 Ghost Armor, Mind Flayer, Cockatrice, Jack-O-lantern Monsters : Ghost Armor, Tiger Mage, Mole monster, Kitty trap, Chaos Knight Go to Apothecary for info on a side quest of Dahi-Hok Valley. Grenfoel Church Fire Neutral The Church of Grenfoel symbolizes Wyht's dedication to peace and order. The Princess races to save Wyht's Prince and RuneStone. Clear conditions : Find the Runestone. Things to do : Find the Red fairy on the East side of them map near a window shadow. Under one of these Chairs Near the Red candle Chest is a Larval Fly Card. And under the chairs near the Green candle Chest is a Great Demon card. The Upper West corner chest holds a Music Sheet. you will have to brake the bars in battle. Take the Sheet music to the piano. Then get the 2 fairies and the Lich card from the Tomb. Then Put in the 4 candles. And then head down to the lower Levels. Go to the Shelves and read what they have to say. Then get the runestone 6 chest : Wizard, Treant Red Candle * not a card*, Yellow Candle* not a card*, Blue* not a card*, Green* not a card*. Monsters : Great demon, Night Mare, Boss Battle : Vampire, 2 Great Demon, Golden goose Get out the Tiger Mages to take out the Dracula AFTER you've taken out the Great Demons or you'll lose the Tiger Mage in no time. Talk to Gurd at Apothecary then Leave. Coliseum Neutral Many are the warriors who have fought and died in this arena. Only the victor will leave the Coliseum alive. Clear conditions : Defeat Helena Boss Battle :Just give it all you got At Helena and her monsters. A few Mind flayers would do nicely in your deck. Talk to Gurd at Apothecary then Leave. Mt. Jarndunn Earth Fire The foul fumes and searing flames of this ancient volcano guard the only path to the legendary temple of Ruh-Arok Clear conditions : Reach the Temple Things to do : There's a red fairy on your path. Another near a Deck point. 4 chest : Juggernaut, Griffin, Great Demon, Efreet, Monsters : Griffin, Behemoth, Hand of Fire, Red Dragon, Boss Battle : Ruh-Arok Temple Neutral The Legendary temple said to hold the spirit of the Ancient One whose power is contained within the RuneStones. Clear conditions : Speak with the god of the temple. Things to do : Fairy right in front of you, Fairy in the west wing of the temple. Hit the switch in the west wing. Get the White gem. East wing has another Fairy. Hit the Switch in the east wing to open a room leading to the east wing and You will find a path to a chest that holds the Black gem. But in the rom that leads to the east path. There is a fairy in the west hole. Use the gems on the Floating gate. Three Fairies on the Second floor. Here there are 3 Red fairy in one in each of the holes. Now you'll have to journey to 4 more lands before speaking with the sleeping one. To open these 4 doors you have to have atlest one card matching the element of the door. Earth leads to the Temple of Amentankh, Wood leads to the Hupon-Jen, Water leads to the Terjon Temple, Though to enter each one of these temples. You should Enter Ruh-Arok temple to open each one. That means you have to enter this place a total of 5 times. Once for each Elemental Temple and one to speak with the Sleeping one. Do so to get the Great cards before Fighting the boss. 10 chest : Steel Skeleton, Goblin Lord, Water Bird, 3 Ghost Armor, Rheebus, Plague Rat, 2 Demon Skeleton Monsters : Goblin Lord, Steel Skeleton, Chaos Knight Boss Battle : Black dragon, 2 steel skeletons Temple of Amentankh Earth The lost Temple of Amentankh is dedicated to the spirits of the Earth. It is said to be home to the mystical Great Turtle. Clear conditions : Acquire the help of the great turtle. Things to do : Red Fairy on your path, And one more on the Mid West room. One chest in the back will hold the Necklace of the Pharaoh. Use it to open a gate in the back. The tomb will give a mummy card. Then head all the way back. Don't worry there is a way. 4 chest : Griffin, Sphinx, Behemoth, Zombie Dragon Monsters : Catoblepas, Juggernaut, Zombie Dragon Boss Battle : 2 Sphinx, 1 Great turtle The Whip Worm, steel skeleton and other summon Are best used early on and the Mind Flayer used when you get low on cards. The Goblin King is good to get MP when your low on Mp. You get Great Turtle Card! Hupon-Jen Wood According to legend, the wild forest of Hupon-Jen is home to the mystical White Tiger, the lord of all wood creatures. Clear conditions : Acquire the help of the White Tiger Things to do : Red Fairy right in front of you. This whole level will just be herding you around and around. But you'll get where you need to go. Sone after a some number of rooms. You'll find a Totem. Touch it. You'll find Red Fairies where they weren't befor. Near a chest by the green glowing stone, A Red Fairy in a 4-way Room with a check point in it. When you find a room with a attacking White Tiger. Your there :o) 10 chest : Mandragora, Demon hound, Giant Bee, Rheebus, cockatrice, Caterpoker, Ghost armor, Treant, Unicorn, Fenril Monsters : Ghost Armor, Evil eye, Treant, Giant Bee Boss Battle : White Tiger Bring out Steel Skeletons for him to attack. These skeletons won't do much to him BUT they serve as targets for you to use Chimera. You get White Tiger Card! Terjon Temple Water The beautiful Land of Water. According to legend, this area is home to the mystical Blue Dragon. Clear conditions : Acquire the help of the Blue Dragon Things to do : Red Fairy right in front of you. Another in lower west wing. One more Upper West wing. There are 4 switches. Hit em'all. 10 chest : Vampire Bush, Maelstrom, Hand of Pain, Siren, Hydra, Mind Flayer, Red Fairy * not a card*, Water bird, Demon Skeleton, Ice Golem, Sasquatch Monsters : Ice Golem, Crystal Rose, Dragon Knight, Hand of Pain, Boss Battle : Kraken Best just to use as many Steel Skeletons as possible. If you have three on it. They will interup its chance to attack. You get Blue Dragon Card! Yalwog Fire Yalwog, the Land of Fire. According to legend, this area is home to the mystical Golden Phoenix. Clear conditions : Acquire the help of the Golden Phoenix Things to do :4 Fiaries hard to see and hard to find unless you get with in feet of them. 8 chest : sorry not listed Monsters : Efreet, Red Dragon, Wizard, Just bring out the Great Turtle and use the blue Dragon when the Great turtle is almost burnt. Boss Battle : Demon Fox Brock Black Neutral The dark castle of the Enchanter. Clear conditions : Defeat the enchanter Things to do : Red Fairy right infront of you. Another one in the west wing. And another across the Pit. 14 chest : 2 Great Demon, Stone of Darkness * Not a card*, Red Fairy *not a card*, 2 Night Mare, Elephant, Larval Fly, Mind Flayer, Monsters : Beelzabub, Sphinx, Puppet Master, Vampire, 2 Rheebus, Steel Skeleton, Mole Monster, Catoblepas Boss Battle : Thalnos Another Runestone duelist. Just give it all you got. 6 Mind flayers, 6 water birds, and what ever you like. Boss battle :God of Destruction Now he'll heal you and give you your deck. Fast attack work best here Just fast Attack, Keep on your feet and ALL ways keep a water bird in hand and Attack. And you get God of Destruction End of the Game story. ---------------------------------------------------------------------------- 4. Side Quests ---------------------------------------------------------------------------- After a bit of a while you can get side quests from re-entering the Apothecary and talking with Gurd. Dahi-Hok Valley Wood Fire The black fog lies thick in this scenic Valley. A handful of border guards fight desperately against swarms of giant bees. Clear conditions :Destroy all bee hives Things to do :Fairy on the path. You'll find a Lycanthrope card on a stump. You'll have to attack Every Hive. If you head Up river you will find a Red Fairy and a Mummy card. Now on the Other side of the Canyon you'll find a Red Fairy and it will tell you to Look in the stumps for fairies. 7 chest : 2 Orc, Ghoul, Skeleton, 2 Man Trap, Hobgoblin Monsters : Orc, Giant Bee. Gromtull Desert Earth Wood This barren region of blowing sand is said to contain a fantastic treasure. Many have been lured into the desert. Few have survived. Clear conditions : Defeat the Sand worm. Things to do : Right ahead you'll see a broken Statue in front of the lake. Hit it. you'll find a red Fairy later on that will tell you to press all 4 switches. You'll find another near a lake. You may have not noticed but two lakes have Round Cactus's. Get in to battle and bash them to get to the switch. Under one of the Stone Markers is a Sand Beetle card. Getting a Battle near the Lake that is between the canyon walls is hard. Walk around the Green mound part of the Lake to get a battle to start. Takes a bit of time. Once you hit all four switches, the gate to the chest with the so called legendary items. 2 carbuncles and a Crystal rose. 11 chest : Fairy *Not the card*, 3 Mummy, Skeleton, Sea Monk, 2 Scythe Beast, Lycanthrope, Sand Beetle, Fairy Monsters : Carbuncle, Scythe Beast, Trickster Boss Battle : Sand Worm Rohbach Water Earth The frigid snow-covered plains of Rohbach are famous both for its rare herbs, and for the yeti that stands guard over them. Clear conditions : Locate the Herbs Things to do : You'll find a Red Fairy on the path. You'll find Yeti's near trees. Once the battle is done, you'll need to touch the tree again to get the herb. You'll find a Red Fairies in a carts. You'll find another path the Slippery path sign. When you kill the Golem * Try to Capture it* you'll get a Card of it. You'll find a Mandragora on a tree near the start of the map. And a Bark of Treant on a tree by a Ice pond. And A Man Trap leaf on a Tree past the Slippery sign. 13 chest : 4 Giant carb, Flying Ray, 3 Hobgoblin, Elephant, Sand Beetle, Fairy, Land Shark, Carbuncle Monsters : Flying ray, Land shark, Ice Golem, Sasquatch * Cannot be caught in this level* Lumsted Wood Water Earth Amysterious white mist enshrouds this woodland village in darkness. The villagers have fled, and monsters roam the empty houses. Clear conditions :Disperse the Fog Things to do : Red Fairy are spread everywhere. 1 near a house, another in a Stump with a Axe. Another in a Stump with a aze in it, near a Well. A red fairy near a Well. A Tiger Mage card under a chair near 2 houses. A Mind Flayer under a group of creats near a mountain by a Well. 11 chest : Treant, 2 dragon knight, Red Fairy *Non card*, Evil Eye, wizard, Kitty trap, Hand of pain, Tiger Mage, Catoblepas, Gold Butterfly, Stone head Monsters : Treant, Hand of pain, Demon Hound, Running bird Lake Bestriel Water Wood This mountain lake is said to have been the most beautiful lake in all Argwyll. Its once-fair waters are now poisoned and lifeless. Clear conditions :Cleanse the Lake Things to do : Red fairy at the start. Another fairy father on. You'll find a card in the bushes, on a bush above a Deck point. You'll find a unicorn card down a spiral stair case. Red Fairy across the water on a island. On the island you fight a Hydra who lies in black water you'll find a Card. In a chest on a island is the Stone of Cleansing. Put the cleansing stone in the statue 13 chest : 2 Crystal rose, Rheebus, Running bird, Red Fairy *non card*, Demon Skeleton, giant Bee, 3 Dragon Knight, 3 Siren, Kraken Monsters : Demon Skeleton, Fenril, Maelstrom, Elephant King, Hydra, ---------------------------------------------------------------------------- 5. Card Listing ---------------------------------------------------------------------------- This will list all 105 cards when complete Number : 001 Name : Skeleton Rarity : 1 Stone Req :1 Atribute : Earth Type : Independent Max Hp : 31 Defense : 18 Attack : Swing Range/Offense : D/5 Attack : Power Swing Range : D/7 Monster spec Max Hp : 31 Attack : Swing Defense Range/Offense :D/10 Attack : Power Swing Range/Offense :D/16 Card Profile This creature will follow the player around the battlefield. It is slow, but its defense is relatively strong, which should help it survive fairly long battles. Monster Profile Enchanted skeleton that attacks with a sword. It is slow-moving, but it's defensive power is high. Transform :Demon Skeleton 3000, Berserker 4000, Steel Skeleton 5000 Copy : 700 Number : 002 Name : Ghost Armor Rarity : 2 Stone Req : 5 Attribute : Wood Type : Weapon Used : 3 Attack : Demon Thrust Range/Offense : B/24 Monster spec Max Hp : 60 Defense : 20 Attack : Lethal Sweep Range/Offense : C/12 Attack : Demon Thrust Range/Offense : B/18 Card Profile Weapon-Type creature that strikes forward. It is powerful enough to cut through any defense. The player mat be vulnerable for a short time leading up to the attack. Monster Profile The cursed armor of a slain warlord. Equipped with an effective offense and defense, this is a dangerous opponent. He is only vulnerable during his attack sequence. Transform : Ghost Armor 2000 Copy : 200 Number : 003 Name : Red Dragon Rarity : 4 Stone Req : 14 Atribute : Fire Type : Summoned Used : 1 Attack : Fire Breath Range/Offense : S/60 Monster spec Max Hp : 200 Defense : 24 Attack : Jaws of Death Range/Offense : C/20 Attack : Fire Breath Range/Offense : S/45 Card Profile A Summon-type creature that can devastate its foes with its fiery breath. The dragon require a few seconds to get prepared, so careful planning it required to hit a target. Monster Profile The creature Red Dragons are the kings of the monster world. They often found guarding important temples. The fangs of a Red Dragon bring paralysis, and their fiery breath brings death. Transform : Zombie Dragon 1000 Copy : 5000 Number : 004 Name : Lizardman Rarity : 1 Stone Req :1 Atribute :Earth Type : Weapon Used : 3 Attack : Large Swing Range/Offense : C/15 Monster spec Max Hp : 32 Defense : 6 Attack : Small swing Range/Offense : D/10 Attack : Large swing Range/Offense : D/15 Card Profile Delivers a quick sword strike that covers a wide area. The Lizardman is a straight-forward, easy-to-use Weapon-Type monster. Monster Profile Lizardmen are lightning fast with their swords. They have retained the lightning quick relexes of their much smaller cousins, the salamanders. Transform : Scythe Beast 1000, Venom Lizard 3000, Red Dragon 6000 Copy : 700 Number : 005 Name : Mandragora Rarity : 1 Stone Req :1 Atribute : Wood Type : Trap Max Hp : 10 Defense : 1 Attack : Scream Range/Offense : C/24 Monster spec Max Hp : 10 Defense : 1 Attack : Srceam Range/Offense : C/24 Card Profile A Trap-Type creature. It will wait in one place until an enemy approaches, then unleash a piercing call that will damage any nearby enemies. Monster Profile A plant-monster. When an enemy approaches, the Mandragora gives out a high-pitched keen which will injure any enemy nearby. The scream of the Mandragora can pierce any defense. Transform : Archer Tree 1000, Kitty Trap 2000, MegaMandragora 5000 Copy : 700 Number : 006 Name : Elephant Rarity : 2 Stone Req :4 Atribute : Earth Type : Summoned Used : 1 Attack : Earth Stomp Range/Offense : B/25 Monster spec Max Hp : 64 Defense : 10 Attack : Tusk Thrust Range/Offense : D/20 Attack : Earth Stomp Range/Offense :B/28 Card Profile A summons creature that attacks in a narrow arc to the front of the player. The Elephant stamps down hard, inflicting heavy damage on any enemy caught in the attack. Monster Profile The massive tusks of the Elephant serve it well in close quarters combat. Use caution when approaches an angry Elephant. Transform : Griffin 2000, Elephant King 2000 Copy : 2000 Number : 007 Name : Red Lizard Rarity : 1 Stone Req :1 Atribute : Fire Type : Weapon Used : 3 Attack : Large Swing Range/Offense : C/15 Monster spec Max Hp : 32 Defense : 8 Attack : Downward Swing Range/Offense : D/11 Attack : Upward Swing Range/Offense : C/15 Card Profile Weapon-Type creature. The Red Lizard can cover a wide range in its spinning, slashing sword attack. This is a Fire Being, so it will cause the most damage when matched up against a Wood monster. Monster Profile These Fire creatures are close relatives of the Lizardmen. They favor a quick slashing attack. The speed of its attack limits the Red Lizard's exposure to enemy counterattack. Transform : Dragon Knight 2000, Basilisk 3000, Red Dragon 6000 Copy : 700 Number : 008 Name : Unicorn Rarity : 3 Stone Req :6 Atribute : Wood Type : Summoned Attack : Healing Wind Range/Offense : Healing 50% Monster spec Max Hp : ???? Attack : ??? Card Profile This sacred beast will restore 50% of the player's returning 1-5 used cards to his deck. Any discarded cards will also be restored. Cannot be used under the 2 player Fair Play Rule. Monster Profile Unknown Transform : Night Mare 700 Copy : 3500 Number : 009 Name : Hobgoblin Rarity : 1 Stone Req : 3 Atribute : Fire Type : Independent Max Hp : 20 Defense : 2 Attack : Club Range/Offense : D/6 Attack : Poison Gas Range Offense : D/10 Monster spec Max Hp : 20 Defense : 2 Attack : Club Range/Offense : D/6 Attack : Poison Gas Range/Offense : D/10 Card Profile Idependent-Type Creature. While inexpensive, the hobgoblin will not last long in combat. The gas it expels can create a poison effect. Monster Profile This humanoid is native to the plains Rowahl. Hobgoblins live in small villagers. They are not paticularly powerful, and should give you little trouble unless you are careless. Transform :Trickster 3000, Goblin Lord 3000, Berserker 4000 Copy : 700 Number : 010 Name : Sand Golem Rarity : 2 Stone Req : 5 Atribute : Earth Type : Independent Max Hp : 100 Defense : 14 Attack : Decoy Action Range/Offense : Special Monster spec Max Hp : 100 Defense : 14 Attack : Fist of Thunder Range/Offense : C/10 Attack : Sand Hammer Range/Offense : B/8 Card Profile An independent-Type Creature can relieve attacks while it is on the battlefield. When a Sand Golem is summoned, enemy creatures will be drawn to it over the player. Monster Profile A magical Animated giant made of sand. It is dim-witted, but extremely powerful. The goblins of the Plains of Rowahl worship the sand golems as gods. Transform : Fire Golem 700, Behemoth 1400, Decoy Piller 2100 Copy : 1400 Number : 011 Name : Jack-O-Lantern Rarity : 2 Stone Req : 11 Atribute : Fire Type : Summoned Used : 1 Attack : Bombs Away Range/Offense : S/45 Monster spec Max Hp : 20 Defense : 2 Attack : Fire Breath Range/Offense : B/20 Attack : Dance of Fire Range/Offense : B/8 Card Profile This Animated scarecrow will cause heavy damage to every creature on the battlefield. Use this card with caution, because you will lose half your hit points when the scarecrow explodes. Monster Profile A ghoulish scarecrow that dances around breathing fire in all directions, damaging everything in range. Transform : Will o'wisp 1000, Sand Worm 1000 Copy : 2000 Number : 012 Name : Man Trap Rarity : 1 Stone Req : 3 Atribute : Wood Type : Independent Max Hp : 35 Defense : 4 Attack : Chomp Range/Offense : D/10 Monster spec Max Hp : 35 Defense :4 Attack : Chomp Range/Offense : D/10 Card Profile Independent-Type creature. The Man Trapmoves slowly, But its attack is nothing to be laughed at. If used wisely, the long-lasting Man Trap can be helpful. Monster Profile A carnivorous plant. Its feetlike roots allow it to move around as it looks for victims. When a victim comes within range, the Man Trap strikes out with its deadly teeth. Transform : Caterpoker 1000, Crystal Rose 2000, Catoblepas 3000 Copy : 700 Number : 013 Name : Sand worm Rarity : 2 Stone Req : 7 Atribute : Earth Type : Summoned Used : 1 Attack : Sand Storm Range/Offense : B/30 Monster spec Max Hp : 250 Defense :32 Attack : The Crusher Range/Offense : B/20 Attack : Sand Breath Range/Offense : A/15 Card Profile A Summons-Type creature that will damage everything within a wide radius of the summoner. The Sand Worm shoots out of the ground, twists in the air, then smashes downward, crushing anyone in its path. Monster Profile Despite their overwhelming size, these desertdwellers are prone to hide in the sand when faced with a tough opponent. When cornered, however, Sand Worms will fight with great ferocity. Transform : Kraken 1000 Copy : 2000 Number : 014 Name : Mummy Rarity : 1 Stone Req :1 Atribute : Earth Type : Weapon Attack : Mummy's Embrace Range/Offense : D/16 Monster spec Max Hp : 34 Defense : 10 Attack : Mummy's Embrace Range/Offense : D/16 Card Profile Weapon-Type creature. The arc of the mummy's attack is very limited, but the spell he puts on enemy creatures can be very powerful. Monster Profile Cursed spirits of the ancient dead, Mummies offer death and destruction to those who disturb sacred areas. They are slow, but their defense is solid. Their magical power is not to be ignored. Transform : Skeleton 1000, Ghoul 1000, Sphinx 4000 Copy : 1000 Number : 015 Name : Cockatrice Rarity : 2 Stone Req : 4 Atribute : Wood Type : Weapon Used : 2 Attack : Breath of Stone Range/Offense : B/18 Monster spec Max Hp : 76 Defense : 12 Attack : Beak of Stone Range/Offense : D/8 Attack : Ramming Attack Range/Offense : D/24 Card Profile Weapon-Type creature. The cockatrice aims a white cloud of breath straight ahead. This breath not only packs a powerful punch, it can also turn to stone anyone who comes in contact with it. Monster Profile This ferocious magical bird can turn its enemies into Stone. The cockatrice is particularly dangerous while its eggs are hatching. Approach with extream caution. Transform : Griffen 1000 Copy : 2000 Number : 016 Name : Sasquatch Rarity : 2 Stone Req : 6 Atribute : Water Type : Summoned Used : 1 Attack : Wild Swat Range/Offense : B/40 Monster spec Max Hp : 145 Defense : 12 Attack : Wild swat Range/Offense : C/20 Attack : Knock Down Range/Offense : C/24 Card Profile A Summons-Type creature that will deliver a powerful blow to every creature in the vicinity of the summoner. The Sasquatch attacks by madly swinging both arms around in all direction. Monster Profile The incredible hardness of these abomibable snowmen makes then harder to kill. They live near large trees, and will use their powerful arms to swat anyone who approaches. Transform : Behemoth 2000 Copy : 2000 Number : 017 Name : Wraith Rarity : 1 Stone Req : 4 Atribute : Water Type : Summoned Used : 1 Attack : Ice Storm Range/Offense : A/18 Monster spec Max Hp : 20 Defense :2 Attack : Icicle Range/Offense : C/12 Attack : Ice storm Range/Offense : A/18 Card Profile A Summons-Type creature that hurls chunks of ice in a narrow arc. Half of the damage done by the Wraith will be redirected to the summoner as a regained hit point. Monster Profile These spirits, sorcerers in life, prefer to attack from a distance, perhaps because of their meager lifeforce. Wraiths attack with a barrage of deadly ice chunks. Transform : Giant Crab 1000, Banshee 1000, Puppet Master 4000 Copy : 1000 Number : 018 Name : Orc Rarity : 1 Stone Req : 2 Atribute : Fire Type : Weapon Used : 2 Attack : Sumo Charge Range/Offense : D/21 Monster spec Max Hp : 28 Defense : 2 Attack : Axe Slash Range/Offense : D/8 Attack : Power Hack Range/Offense : D/18 Card Profile A Weapon-Type creature that uses its portly shape to send enemies flying. The enemy must be located almost directly in front of the player for the Sumo charge to be effective. Monster Profile These Pig-faced creatures are slow-moving and extremely ornery. Their favorite weapon is the battleaxe. Orcs are particularly common in Dahl-Nok Valley Transform : Orc 1000, Great Demon 3000, Berserker 4000 Copy : 700 Number : 019 Name : Fairy Rarity : 1 Stone Req :3 Atribute : Water Type : Summoned Used : 1 Attack : Song of Healling Range/Offense : Healing 50% Monster spec Max Hp : ???? Defense : ??? Card Profile A fairy with the power to heal. When summoned, a Fairy will restore 50% of the summoner's hit points. Cannot be used under the 2 player Fair Play Rule. Monster Profile Unknown Transform : Sea Monk 700, Siren 1400, Water bird 2800 Copy : 700 Number : 20 Name : Vampire Bush Rarity : 2 Stone Req : 3 Atribute : Independent Type : Water Attack : Lifeforce Drain Range/Offense : Special Monster spec Max Hp : 45 Defense : 4 Attack : LifeForcer Drain Range/Offense : Special Card Profile This specail creature can neither move nor attack. However as long as it is on the battlefield, it will slowly suck the life out of the enemy monsters. Monster Profile This Strange-looking plant will drain the life from anyone who gets too close. It does not attack directly, but instead slowly sucks the life out of every creature on the battlefield. Transform : Blood Bush 700, Basilisk 700, Hand of pain 700 Copy : 1400 Number : 021 Name : Catoblepas Rarity : 2 Stone Req : 6 Atribute : Earth Type : Independent Max Hp : 50 Defense : 6 Attack : Petrifying Gaze Range/Offense : B/24 Monster spec Max Hp : 50 Defense :6 Attack : Petrifying Gaze Range/Offense : B/24 Card Profile The single eye of this creature can turn enemy creatures into stone. An Independent-Type creature, the catoblepas has high endurance, but is completely immobile. Monster Profile The extremely long neck of this cow-like monster renders it virtually immobile. It defends itself by turning attackers to stone with the ray of evergy it emits from its single eye. Transform : Rheebus 1000, Hydra 1000 Copy : 2000 Number : 022 Name : Kraken Rarity : 3 Stone Req :6 Atribute : Water Type : Weapon Attack : Absolute Zero Range/Offense : A/80 Monster spec Max Hp : 400 Defense : 24 Attack : Tenacles Range/Offense : C/64 Attack : Absolute Zero Range/Offense : A/80 Card Profile A Weapon-Type creature that instantaneously lowers the temperature of an area to absolute zero. Paralysis often results as a side-effect. It does take some practice to estimate the sorrect range. Monster Profile A magical beast found in aquatic regions, the Kraken can instantly lower the temperature to absolute zero. Creatures caught in the Kraken's icy grip can also be paralyzed. Transform : Mind Flayer 1000 Copy : 3000 Number : 023 Name : Water Hopper Rarity : 2 Stone Req :1 Atribute : Water Type : Weapon Used : 3 Attack : Numb Tongue Range/Offense : D/7 Monster spec Max Hp : 22 Defense : 2 Attack : Numb Foam Range/Offense : B/5 Attack : Numb Tongue Range/Offense : D/7 Card Profile A Weapon-Type creature that attacks enemies in front of the player by zapping them with its long tongue. It is not very lethal, but on occasion a strike will result in paralysis. Monster Profile This strange creature hovers serenely, then strikes without warning. The frog-like tongue and spit of this creature contain a paralyzing poison. Transform : Giant Crab 1000, Flying Ray 1000, Kraken 4000 Copy : 700 Number : 024 Name : Fenril Rarity : 3 Stone Req : 9 Atribute : Wood Type : Summoned Used : 1 Attack : Apocalypse Range/Offense : S/84 Monster spec Max Hp : 64 Defense :12 Attack : Demon Fang Range/Offense : D/26 Attack : Hell Howl Range/Offense : C/20 Card Profile This wolf relative is said to be capable of killing even a god. A Fenril attacks by expelling a stream of Wood energy which will cause damage to every Earth being on the Battlefield. Monster Profile These feared demon wolves are lighting-quick, and very dangerous. They can shoot a ball of light from a distance, or attack with thier razor-sharp fangs. Both methods carry the threat of paralysis. Transform : Unicorn 1000 Copy : 4000 Number : 025 Name : Lich Rarity : 3 Stone Req : 5 Atribute : Earth Type : Weapon Used : 2 Attack : Hellfire Range/Offense : A/20 Monster spec Max Hp : 180 Defense : 24 Attack : Fires of Hades Range/Offense : C/20 Attack : Fires of Hell Range/Offense : A/20 Card Profile A Weapon-Type creature that uses a fiery pillar of chaos to sweep away all enemies standing in the path of the summoner. A Lich's pillar also carries the threat of paralysis and petrifaction. Monster Profile A lich is a powerful sorcerer who has survived death. Anyone approaching a Lich's pillar of fire will suffer major damage. Lichs can also raise the Dead: they are often seen with Zombie Dragons. Transform : Vampire 1000 Copy : 4000 Number : 026 Name : Carbuncle Rarity : 1 Stone Req :1 Atribute : Earth Type : Spin card Max Hp : 30 Defense : 4 Attack : Tag! Range/Offense : C/6 Monster spec Max Hp : 30 Defense : 4 Attack : Tag! Range/Offense : C/10 Card Profile These small creatures circle madly around the player, damaging every enemy they run into. They do not last long, but in the right situation, they can be just what is needed. Monster Profile This small monster carries a gem in its forehead. when approached, a Carbuncle will ram into the aggressor, causing light damage. Transform : Plauge Rat 1000, Juggernaut 1000, Whip worm 2000 Copy : 1000 Number : 027 Name : Flayer Spawn Rarity : 1 Stone Req : 1 Atribute : Fire Type : Summoned Used : 1 Attack : Electric Shock Range/Offense : B/16 Monster spec Max Hp : 18 Defense : 2 Attack : Electric Shock Range/Offense : B/16 Card Profile A Summons-Type creature. Flayer Spawn shoot a stream of electricity forward, Paralyzing any Creature hit. Although it can strike from greater range, the long preparation time is disadvantage. Monster Profile All brain and no body, the Flayer Spawn aere being raised in the Shayel passage by the Mind Flayers. Flayer spawn attack with streams of Lighting which carry the threat of paralysis. Transform : Fairy 1000, Blood Bush 1000, Maelstrom 1000 Copy : 1000 Number : 028 Name : Golden Goose Rarity : 3 Stone Req : 8 Atribute : Neutral Type : Independent Max Hp : 30 Defense : 30 Attack : Crazy Legs Range/Offense : Special Monster spec Max Hp : 30 Defense : 30 Attack : Crazy Legs Range/Offense : Special Card Profile Independent creature that runs around wildly, but is entirely useless Monster Profile A goose made up entirely of gold and jewels. It has no method of attack, but it does know how to run fast. Transform : Decoy Piller 2000 Copy : 5000 Number : 029 Name : Zombie Dragon Rarity : 3 Stone Req :8 Atribute : Earth Type : Summoned Used : 1 Attack : Chaos Breath Range/Offense : S/42 Monster spec Max Hp : 260 Defense : 18 Attack : Chaos Breath Range/Offense : S/18 Card Profile A Summon-Type creature that expels a fetid cloud of breath to the front of plater. The noxious vapor can cause a victim to turn to stone, become paralyzed, poisoned, or cursed. Monster Profile A Zombie Dragon is a dragon that has been brought back from the grave to fight again. The fetid breath of a Zombie Dragon can cause a victim to turn to stone or become paralyzed, poisoned or cursed. Transform : Black Dragon 5000 Copy : 4000 Number : 030 Name : Fire Golem Rarity : 2 Stone Req : 5 Atribute : Fire Type : Summoned Used : 1 Attack : Shield of Fire Range/Offense : Special Monster spec Max Hp : 150 Defense : 14 Attack : Fist of Thunder Range/Offense : B/10 Attack : Rain of Fire Range/Offense : B/16 Card Profile A special type of Summons creature, the Fire Golem creates a wall of searing flame around the summoner. While the wall is active, the player can damage enemies simply by running into them. Monster Profile This animated pile of molten rock will use its massive arms to strike down any withing reach. Those who run away will be struck down with a barrage of flaming stone. It it slow, but tough. Transform : Wraith 1000, Efreet 1000, Ice Golem 2000 Copy : 2000 Number : 031 Name : Running Bird Rarity : 1 Stone Req : 5 Atribute : Earth Type : Independent Max Hp: 26 Defense : 0 Attack : Speed boost Range/Offense : Special Monster spec Max Hp : 26 Defense : 0 Attack : Speed boost Range/Offense : Special Card Profile A special type of creature that affects other beings. While the running bird is on the battlefield, it will increase the speed of all allies. The bird itself does not attack anyone, it simply runs around. Monster Profile This giant ostrich races to and fro on its magically-enchanced legs. The presence of a Running bird will give all friendly monsters a speed boost. The Tunning Bird will not actually attack anyone. Transform : Gold Butterfly 700, Water bird 2100 Copy :700 Number : 032 Name : Giant Crab Rarity : 1 Stone Req : 5 Atribute : Water Type : Summoned Attack : Foam of stone Range/Offense : B/8 Monster spec Max Hp : 28 Defense : 32 Attack : Poison Pincer Range/Offense : C/8 Card Profile A Summons creature that emits foamy substance that tuns opponents to stone. With careful positioning, the crab will cause multiple damage. Monster Profile These mutant crab use their massive pincer to crush their enemies. Their thick shells make them impervious to all but the most determined attacks. They are also poisonous. Transform : Lizardman 1000, Water Hopper 1000, Ice Golem 4000 Copy : 1000 Number : 033 Name : Banshee Rarity : 2 Stone Req : 2 Atribute : Wood Type : Weapon Used : 2 Attack : Psychic Charge Range/Offense : A/32 Monster spec Max Hp : 15 Defense : 2 Attack : Psychic Charge Range/Offense : A/32 Card Profile A Weapon-Type Creature. The Banshee's bolt of psychic energy can penetrate any defense; it also carries a curse effect. Some of the Hp drained from victims will be restored to you as Exp. points. Monster Profile Banshee are rare creatures that can sometimes be found roaming old burial grounds. They will attack from Long-range with a powerful bolt of psychic energy. Transform : Red Lizard 1000, Wraith 1000, Mind Flayer 3000 Copy : 1500 Number : 034 Name : Land shark Rarity : 1 Stone Req : 6 Atribute : Water Type : Independent Max Hp: 52 Defense : 12 Attack : Sneak Attack Range/Offense : C/18 Monster spec Max Hp : 26 Defense : 12 Attack : Sneak Attack Range/Offense : C/18 Card Profile An Independent-Type creature. The Land Shark cruises through the soil until it finds an enemy monster, then leaps out and attacks. Monster Profile Land Shark swim in the soil of the earth, raither than in the sea. They will leap up and attack any enemy that approaches them. Transform : Demon Hound 1000, Demon Skeleton 1000 Copy : 1500 Number : 035 Name : Berserker Rarity : 3 Stone Req : 7 Atribute : Fire Type : Independent Max Hp: 75 Defense : 0 Attack : Uppercut Thrust Range/Offense : C/18 Attack : Skull Splitter Range/Offense : C/24 Monster spec Max Hp : 50 Defense : 0 Attack : Uppercut Thrust Range/Offense : C/18 Attack : Skull Splitter Range/Offense : C/24 Card Profile An Independent-Type creature. The Berserker does not distinguish between friend and his foe. He will attack anyone who gets in his way. Anyone struck by a Berserker turns in to a Berserker themselves. Monster Profile Berserkers are warriors crazed with bloodlust. They will attack anyone and everyone they see, friend and foe alike. Anyone struck by a Berserker will demonstrate the same symptoms. Transform : Great Demon 1000, Goblin Lord 1000 Copy : 3000 Number : 036 Name : Flying Ray Rarity : 1 Stone Req :1 Atribute : Water Type : Weapon Used : 2 Attack : Diving Attack Range/Offense : C/15 Monster spec Max Hp : 18 Defense : 8 Attack : Tail Whip Range/Offense : C/15 Attack : Diving Attack Range/Offense : D/20 Card Profile A Weapon-Type creature. Not very lethal, and the delivery is a little tricky. It is a good choice against enemies with strong defenses, Since the attack of a Flying Ray can penetrate any defense. Monster Profile The stingray of the sky. When the Flying Ray spots a victim, it dives into the earth and waits for them to approach before leaping out and ramming into them. Transform : Water Hopper 1000, Land Shark 2000, Hydra 3000 Copy : 700 Number : 037 Name : Demon Hound Rarity : 1 Stone Req :6 Atribute : Wood Type : Independent Max Hp : 72 Defense : 8 Attack : Bite Range/Offense : D/14 Attack : Leaping attack Range/Offense : C/22 Monster spec Max Hp : 48 Defense : 8 Attack : Bite Range/Offense : D/14 Attack : Leaping attack Range/Offense : C/22 Card Profile An Independent-Type creature. Fast and powerful, the Demon Hound will doggedly pursue the enemies of the summoner Monster Profile This Ferocious beast possesses lightning-quick speed and a powerful offense. Once it catches the scent, a Demon Hound will never give up the hunt. Transform : Land Shark 1000, Chimera 1000, Copy : 1500 Number : 038 Name : Behemoth Rarity : 3 Stone Req :9 Atribute : Earth Type : Summoned Used : 1 Attack : Hell's Roar Range/Offense : S/79 Monster spec Max Hp : 102 Defense : 12 Attack : Hell's Roar Range/Offense : S/30 Card Profile A Summon-Type creature with a special ability. The Behemoth gives off Earth energy which will damage every Water creature on the Battlefield. Monster Profile A powerfu;;y-Muscled four-legged beast, the Behemoth emits a blast of magic as it roars at its enemies from afar. Ant attempt to defeat a Behemoth with a frontal assault would be foolhardy. Transform : Sphinx 1000 Copy : 4000 Number : 039 Name : Basilisk Rarity : 2 Stone Req : 3 Atribute : Water Type : Weapon Used : 2 Attack : Slash of Stone Range/Offense : C/24 Monster spec Max Hp : 60 Defense : 10 Attack : Slash of Stone Range/Offense : D/18 Attack : Blades of Stone Range/Offense : C/24 Card Profile A spinning, slashing weapon type creature. In addition to normal damage, it is capable of turning enemies to stone. Monster Profile A close relative of the Lizardman, Basilisks use a unique style of attack that can turn enemies to stone. Transform : Dragonoid 1000, Vampire Bush 1000, Black Dragon 3000 Copy : 2000 Number : 040 Name : Mole Monster Rarity : 3 Stone Req :6 Atribute : Neutral Type : Independent Max Hp : 30 Defense : 1 Attack : Decoy Action Range/Offense : Special Monster spec Max Hp : 30 Defense : 1 Attack : Claw of Stone Range/Offense : B/4 Card Profile An Independent monster that draws the enemy away from the summoner, and toward its nimble movements make it especially effective against slower, more Cumbersome enemies. Monster Profile Exposing only it's gangly arm; the Mole Monster can travel through earth rapidly. What it lacks in durability, it makes up for in speed. It places a turn-to-stone spell on anyone it manages to claw. Transform : Beelzabub 1000 Copy : 3000 Number : 041 Name : Maelstrom Rarity : 2 Stone Req : 1 Atribute : Water Type : Trap Max Hp : 20 Defense : 1 Attack : Cursed Wind Range/Offense : B/4 Monster spec Max Hp : 20 Defense : 1 Attack : Cursed Wind Range/Offense : B/35 Card Profile A Trap-type creature that hits any monster that gets too close with a blast of enchanted wind. Maelstroms on the field at the same time will enable a specail attack. Monster Profile The Maelstrom waits quietly for an enemy to approach, them attacks, leaving them sopping wet, and cursed. Maelstrom are easy to defeat if you have a long range weapon. Transform : Flayer Spawn 1000, Kitty trap 1000 Copy : 1500 Number : 042 Name : Lycanthrope Rarity : 1 Stone Req : 5 Atribute : Wood Type : Summoned Used : 1 Attack : Claw swipe Range/Offense : B/30 Monster spec Max Hp : 20 Defense : 4 Attack : Claw Swipe Range/Offense : D/6 Attack : Double kick Range/Offense : C/8 Card Profile A Summons-Type creature that swipes at nearby enemies with its razor-sharp claws. It can strike several enemies at once, provided they are all within its Attack zone. Monster Profile Half human, half beast, the Lycanthrope uses its quickness to confuse opponents. A swipe from the razor-sharp claws of a Lycathrope can send one flying. Transform : Birdman 1000, Chimera 2000, Fenril 5000 Copy : 700 Number : 043 Name : Sand Beetle Rarity : 1 Stone Req : 6 Atribute : Earth Type : Independent Max Hp : 30 Defense : 20 Attack : Pincer Chop Range/Offense : C/20 Monster spec Max Hp : 15 Defense : 20 Attack : Pincer Chop Range/Offense : C/20 Card Profile An easy-to-use Independent-Type Creature that lives in the ground. From its protected underground position, it attacks enemy monsters with its oversized pincers. Monster Profile The Sand Beetle prefers to remain underground. When an enemy approaches, The Sand Beetle will pop out and attack with its giant pincers. Transform : Venus Spider 1000, Trickster 1000, Land shark 1000 Copy : 1500 Number : 044 Name : Necromancer Rarity : 3 Stone Req : 6 Atribute : Neutral Type : Summoned Used : 1 Attack : Spell Casting Range/Offense : B/46 Monster spec Max Hp : 180 Defense : 12 Attack : Spirit Summons Range/Offense : A/12 Attack : Spell Casting Range/Offense : B/16 Card Profile This Summons monster creates a ball of magic around the summoner that injures anyone touched. If a skeleton is on the field, the Necromancer will call up a demonic skull instead. Monster Profile Necromancer are often encountered in graveyards. They will command the Dead to attack thier enemies, while using thier superior speed to avoid being struck themselves. Transform : Lich 1000 Copy : 4000 Number : 045 Name : Great turtle Rarity : 4 Stone Req :20 Atribute : Earth Type : Independent Max Hp : 360 Defense : 52 Attack : Lava Storm Range/Offense : A/52 Monster spec Max Hp : 360 Defense : 52 Attack : Lava Storm Range/Offense : A/45 Card Profile An extreamely powerfull creature that uses the power of Earth to launch salvoes of volcanic lava that can wipe an entire area clear of monsters. Cannot be used under the 2 player Fair Play Rule. Monster Profile This Great Turtle is one of the Four Sacred Beasts, and the lord of all Earth creatures. He is said to live in an ancient temple. When attacked, he will fire salvoes of volcanic lava onto his enemies. Transform : Doppelganger 9999 Copy : 5000 Number : 046 Name : Gold Butterfly Rarity : 1 Stone Req :5 Atribute : Independent Type : Earth Max Hp: 24 Defense : 2 Attack : Enemy Slowdown Range/Offense : Special Monster spec Max Hp : 24 Defense :2 Attack : Enemy Slowdown Range/Offense : Special Card Profile This unique creature does not attack at all. It sprinkles powder from its wings which will slow down every enemy monster. The effect only lasts while the butterfly is on the Battlefield. Monster Profile This giant insect is often found neat rivers. The powder that falls from its wings causes numbness in all who inhale it. Affected beings will move slower than normal. Transform : Running bird 700, Caterpoker 700 Copy : 700 Number : 047 Name : Ghoul Rarity : 1 Stone Req : 1 Atribute : Wood Type : Weapon Used : 2 Attack : Filthy Claw Range/Offense : C/18 Monster spec Max Hp : 28 Defense : 1 Attack : Filthy Claw Range/Offense : C/18 Attack : Knock Down Range/Offense : C/24 Card Profile A weapon-Type creature that can cause poisoning and paralysis in addition to normal damage. Using its filthy-encrusted claws, the Ghoul swats at whatever is in front of the player. Monster Profile A Ghoul is a corpse brought back to life, but missing a soul. Ghouls are slow moving, but can paralyze anyone unlucky enough to be raked by their filthy claws. Transform : Mummy 1000, Venom Lizard 2000, 4000 Necromancer Copy : 1000 Number : 048 Name : Treant Rarity : 1 Stone Req : 5 Atribute : Wood Type : Independent Max Hp : 55 Defense : 20 Attack : Def. Power-up Range/Offense : Special Monster spec Max Hp : 55 Defense :20 Attack : Def. Power-up Range/Offense : Special Card Profile A special type of Summons creature, the Treant will boost the defensive power of all its allies for as long as the Treant remains on the Battlefield. Monster Profile Treants are ancient trees that have grown sentient. While on the battlefiend, a Treant will boost the defensive power of all his allies. Transform : MegaMandragora 2800 Copy : 700 Number : 049 Name : Sea Monk Rarity : 1 Stone Req :8 Atribute : Water Type : Summoned Used : 1 Attack : Healing prayer Range/Offense : Special Monster spec Max Hp : ???? Defense : ??? Card Profile A healing-type creature. The Sea Monks will restore 1-5 of the cards already used by the Summoner. Any discarded cards will also be restored. Cannot be used ender the 2 player Fair Play Rule. Monster Profile Unknown Transform : Wizard 1000, Evil eye 1000, Rheebus 1000 Copy : 1000 Number : 050 Name : MegaMandragora Rarity : 3 Stone Req : 4 Atribute : Wood Type : Trap Max Hp: 60 Defense : 4 Attack : Royal Scream Range/Offense : A/60 Monster spec Max Hp : 60 Defense : 4 Attack : Royal Scream Range/Offense : A/48 Card Profile A trap type creature that waits until an enemy approaches, then releases a high pitched scream that injures any within range. Monster Profile This extremely rare creature is part plant, part animal. If approached, it will emit a piercing scream that can penetrate any defense. Some have been seen in the villager of Lumsted. Transform : Treant 1000 Copy : 4000 Number : 051 Name : Larval Fly Rarity : 3 Stone Req : 5 Atribute : Water Type : Independent Max Hp : 12 Defense : 20 Attack : Neutralize Att. Range/Offense : Special Monster spec Max Hp : 12 Defense : 20 Attack : Flying Cutter Range/Offense : B/15 Attack : Neutralize Att. Range/Offense : Special Card Profile While on the battlefield, this creature will neutralize all element attributes. It will not attack anyone. Monster Profile This disease carrier can cause a variety od special damage conditions. It also neutralizes all element Attributes while it it on the battlefield. Transform : Wizard 700, Beelzabub 2100 Copy : 1050 Number : 052 Name : Crystal Rose Rarity : 1 Stone Req : 4 Atribute : Water Type : Weapon Used : 2 Attack : Frigid Light Range/Offense : A/18 Monster spec Max Hp : 24 Defense : 15 Attack : Frigid Light Range/Offense : A/18 Card Profile A Weapon type creature that shoots a glittering beam of frost at its enemies. The Crystal Rose is lethal at both long and short ranges. It can also cause secondary charm and paralysis Damage. Monster Profile This plant entices unsuspecting passersby with a lure shaped like a beautiful woman. The killer rose zaps its victims with a beam of frigid air that turn victims to stone and puts a spell on them. Transform : Man Trap 1000, Treant 1000, Ice Golem 3000 Copy : 1500 Number : 053 Name : Dark Raven Rarity : 1 Stone Req : 1 Atribute : Fire Type : Weapon Attack : Dive Bomb Range/Offense : B/10 Monster spec Max Hp : 12 Defense :1 Attack : Beak Range/Offense : B/8 Card Profile A Weapon type creature perfectly suited for long-range attacks. It does not carry much punch, but it is an ideal weapon for attacking trap-like monsters that are dangerous to approach in person. Monster Profile A harbinger of bad luck, the Dark Raven is not much of a threat, offensively. But it can create confusion amongst its enemies with its rapid movements. Transform : Birdman 1000, Chimera 2000, Cockatrice 3000 Copy : 700 Number : 054 Name : Wizard Rarity : 1 Stone Req : 5 Atribute : Fire Type : Independent Max Hp : 68 Defense : 12 Attack : Off. Power-up Range/Offense : Special Monster spec Max Hp : 68 Defense : 12 Attack : Burning Staff Range/Offense : D/4 Attack : Off. Power-up Range/Offense : Special Card Profile A unique creature that will not attack anyone directly, but will boost the hitting power of all friendly creatures. The effect disappears once the Wizard leaves the battlefield. Monster Profile With its wizard's staff, this monster can control fire. The magic will raise the offensive power of every creature on its side. Transform : Larval Fly 700, Mind Flayer 2800 Copy : 700 Number : 055 Name : Dragonoid Rarity : 1 Stone Req :4 Atribute : Earth Type : Weapon Used : 2 Attack : Whip of Binding Range/Offense : C/18 Monster spec Max Hp : 28 Defense : 4 Attack : Whip of Binding Range/Offense : C/8 Card Profile A Weapon-Type creature that wields paralysis-causing whip. The quick snap of the whip creates a shock wave that will damage monsters in its path. Monster Profile This outcast creature is the product of a dragon and a human. It lives it life hiding in sewers and underground waterways. The whip of a Dragonoid can cause paralysis. Transform : Giant Bee 700, Puppet master 2100 Copy : 1500 Number : 056 Name : Giant Bee Rarity : 2 Stone Req : 5 Atribute : Wood Type : Independent Max Hp :32 Defense : 2 Attack : Woop Power-up Range/Offense : Special Monster spec Max Hp : 32 Defense :2 Attack : Whirlwind Range/Offense : A/4 Attack : Flying Stinger Range/Offense : A/8 Card Profile This Special creature doubles the power of all wood creatures, while simultaneously halving the power of any Earth creatures. It does not actually attack anything. Monster Profile These enormous queen bees establish hives in large trees. They are very poisonous, and extremely aggressive. A Giant Bee will attack anyone who approaches her hive, be they friend or foe. Transform : Whip Worm 700, Puppet Master 2100 Copy : 1500 Number : 057 Name : BirdMan Rarity : 1 Stone Req : 3 Atribute : Wood Type : Summoned Used 1 Attack : Lethal Lunge Range/Offense : B/24 Monster spec Max Hp : 24 Defense : 4 Attack : Lethal Lunge Range/Offense : B/18 Card Profile This Summons creature uses his lance to smash whatever stands before him. He has fairly long range, but his attack can leave the player exposed. Requires some familiarity to use effectively. Monster Profile The favorite weapon of this proud race of half-birds is the spear. A birdman will maneuver into position with his superior mobility, then wait for the right moment for a devastating spear thrust. Transform : Lycanthrope 1000, Siren 2000, Griffin 2000 Copy : 700 Number : 058 Name : Will o' Wisp Rarity : 1 Stone Req : 3 Atribute : Fire Type : Trap Max Hp : 18 Defense : 2 Attack : Energy Barrier Range/Offense : B/24 Monster spec Max Hp : 18 Defense :2 Attack : Energy Barrier Range/Offense : B/24 Card Profile This Trap-type creature blows itself up when an enemy approaches. In the process, it will damage every creature in the vicinity, friend or foe. It will also set off any nearby will o' wisps. Monster Profile These mysterious balls of light waft gently through the air. When approached. a Will o' wisp will explode, Setting off any other nearby Will o' wisps. Attack from a safe distance. Transform : Stone Head 2000, Jack-O-Lantern 2000, MegaDragora 4000 Copy : 1000 Number : 059 Name : Archer Tree Rarity : 1 Stone Req : 4 Atribute : Wood Type : Summoned Used : 1 Attack : Random Shot Range/Offense : A/10 Monster spec Max Hp : 22 Defense :10 Attack : Poison Arrow Range/Offense : A/6 Card Profile A summons creature ideally suited for long-range attack. It can shoot several arrows at a time, albeit with no attempt at accuracy. Monster Profile This race of tree monsters was created long ago to defend the forests. Archer Trees prefer to launch poisoned arrow from a distance. They move quickly, but are vulnerable when firing. Transform : Mandragora 1000, Venus Spider 1000, Treant 1000 Copy : 700 Number : 060 Name : Stone Head Rarity : 2 Stone Req : 5 Atribute : Fire Type : Trap Max Hp: 75 Defense: 20 Attack : Death Drop Range/Offense : B/53 Monster spec Max Hp : 75 Defense : 20 Attack : Streamroller Range/Offense : C/12 Card Profile The kinf of all trap monsters, the Stone Head wwill levitate high overhead until a foe wanders near. It will then drop and crush the enemy. Place 3 at once to enable a Specail attack. Monster Profile Magically-animated limps of stone, the Stone Heads are not fond of intruders. They will bowl over anyone invading their territory. They excel in close-quarters combat and are hard to damage. Transform : Sand Golem 1000, Will o'wisp 1000, Juggernaut 1000 Copy : 2000 Number : 061 Name : Blood bush Rarity : 2 Stone Req : 4 Atribute : Fire Type : Summoned Used : 1 Attack : Lifeforce Drain Range/Offense : C/14 Monster spec Max Hp : 25 Defense : 0 Attack : Lifeforce Drain Range/Offense : C/14 Card Profile A summons Type Creature. Its attacking power is weak, but the life it drains from enemy monsters is returned to the player as hit points. Its attack can also have a Poison side-effect. Monster Profile The Blood bush is native to the Dahi Valley. This creature drains the life force of anyone who wanders within range of its magical tentacles. Transform : Flayer Spawn 1000, Vampire Bush 1000, Hand of Fire 1000 Copy : 1500 Number : 062 Name : Efreet Rarity : 2 Stone Req : 6 Atribute : Fire Type : Weapon Used : 2 Attack : Fireball Range/Offense : B/48 Monster spec Max Hp : 65 Defense : 27 Attack : Fireball Range/Offense : B/24 Card Profile A Weapon Type creature that shoots fireballs will pursue the nearest enemy and inflict severe damage. Be aware that the use of this lethal creature comes at a price to the summoner. Monster Profile These magical beings of fire are very dangerous, Mainly becuase of thier strong constitution and magical weaponry. Efreet fireballs hunt down their targets, then explode, damaging anyone nearby. Transform : Great Demon 1000 Copy : 2000 Number : 063 Name : Dragon Knight Rarity : 2 Stone Req : 3 Atribute : Water Type : Weapon Attack : Crushing blow Range/Offense : B/28 Monster spec Max Hp : 42 Defense : 18 Attack : Cursed Blow Range/Offense : C/20 Attack : Petrifting Blow Range/Offense : C/28 Card Profile A Weapon monster with a powerful attack. The arc of the Dragon Knight's attack is also relatively wide, making it easy to hit even the fastest enemies. Monster Profile This warrior has dragon's blood flowing in his vains. Dragon Knights have speed and unsurpassed power in thier sword arm. They can also cause poisoning, curse, and petrifaction damage. Transform : Ghost Armor 1000, Chaos Armor 3000 Copy : 1500 Number : 064 Name : Demon Fox Rarity : 3 Stone Req : 9 Atribute : Fire Type : Summoned Used : 1 Attack : Tree Killer Range/Offense : S/92 Monster spec Max Hp : 400 Defense : 24 Attack : Nine Fireballs Range/Offense : A/30 Card Profile A strange fox with very powerful magic. Using the power of fire, the Demon Fox will damage every wood creature on the battlefield. Monster Profile The ancient, ninetailed fox shoots nine fireballs at a time. Each one can track a moving target. The demon Fox is fond of polluting the territory of his enemies with magically-poisoned black water. Transform : Sphinx 1000 Copy : 5000 Number : 065 Name : Juggernaut Rarity : 2 Stone Req : 5 Atribute : Earth Type : Spin card Max Hp: 60 Defense : 18 Attack : Hit and Run Range/Offense : B/18 Monster spec Max Hp : 50 Defense : 0 Attack : Hit and Run Range/Offense : C/18 Card Profile This creature will circle around the player, trying to run into enemy monsters. It has a short halflife, but with good timing it can strike multiple blows. Monster Profile This simple-minded Fire creature races around smashing into enemies. Don't be fooled by its ridiculous appearance: its massive wheels can be quite dangerous if you let it get to close. Transform : Stone Head 1000, Whip worm 1000 Copy : 1500 Number : 066 Name : Fire Gargoyle Rarity : 3 Stone Req : 8 Atribute : Fire Type : Summoned Used : 1 Attack : PertoBlast Range/Offense : Special Monster spec Max Hp : 40 Defense : 12 Attack : PertoBlast Range/Offense : B/12 Card Profile A summons monster that sends out a powerful shock wave over a wide area. Any monster caught in the wave will suffer a longer-then-normal bout of pertifaction. Monster Profile Fire gargoyles are stone statues brought to life but the power of fire. Rare creatures, a few can be found in the ruins of Blessoon. They attack by sending out whirlwinds of fire. Transform : Hand of Pain 1000, Hand of Fire 1000, Decoy Piller 5000 Copy :3000 Number : 067 Name : Great Demon Rarity : 2 Stone Req : 4 Atribute : Fire Type : Weapon Used : 2 Attack : Fiery Combo Range/Offense : C/16 Monster spec Max Hp : 62 Defense :20 Attack : Fiery Combo Range/Offense : C/16 Card Profile A Weapon type monster that weilds a fiery sword and whip. The double strike of the sword and whip is very effective. Monster Profile A Great Demon's favorite weapons are his dark sword and fire whip. His combination attacks are executed at lightning speed, and do not leave the demon exposed to counterattack. A fearsome foe. Transform : Mole Monsters 1000 Copy : 2000 Number : 068 Name : Evil Eye Rarity : 1 Stone Req : 5 Atribute : Wood Type : Independent Attack : Cancel Spec Dmg Range/Offense : Special Monster spec Max Hp : 30 Defense :31 Attack : Blastovision Range/Offense : B/12 Attack : Cancel Spec Dmg Range/Offense : Special Card Profile This creature will relieve all friendly monsters of all special damage conditions. It does not attack, but it will continue to protect the other creatures as long as it is on the battlefield. Monster Profile This hideous monster was created in the shape of a giant eyeball. It will give all other enemy creatures immunity from all special attacks. It attacks with a piercing ray of light. Transform : Sea Monk 700, Cyclops 2100 Copy : 700 Number : 069 Name : Blue Dragon Rarity : 4 Stone Req : 20 Atribute : Water Type : Summoned Used : 1 Attack : Restore cards Range/Offense : Special Monster spec Max Hp : ???? Defense : ??? Card Profile The Lord of the Water creatures. The Blue Dragon will restore all used and discarded cards. It will also completely heal the player and all allies. Cannot be used under the 2 player Fiar Play Rule. Monster Profile Unknown. Transform : Doppelganger 9999 Copy : 5000 Number : 070 Name : Griffen Rarity : 2 Stone Req : 5 Atribute : Earth Type : Independent Attack : Earth Power-up Range/Offense : Special Monster spec Max Hp : 54 Defense : 6 Attack : Wing Blade Range/Offense : B/9 Attack : Earth Power-up Range/Offense : Special Card Profile A specail monster that doubles the power of Earth creatures, while halving that of water monsters. It does not attack. Monster Profile This legendary beast uses its wings to send tornadoes at its foes. By its very presence, the Griffin will double the power of any Earth-type monsters, while halving the power of Water monsters. Transform : Elephant 700, Cockatrice 700 Copy : 1050 Number : 071 Name : Venom Lizard Rarity : 2 Stone Req : 2 Atribute : Wood Type : Weapon Used : 4 Attack : Lethal Poison Range/Offense : C/16 Monster spec Max Hp : 35 Defense : 8 Attack : Poison Slash Range/Offense : D/16 Attack : Lethal Poison Range/Offense : C/16 Card Profile Weapon type creture that uses a spinning, slash attack. It can also produce a poisoned condition in its victims. Monster Profile This close relative of the Lizardman uses his venom-tipped sword to poison his foes. Transform : Ghoul 1000,Dragonoid 1000, Zombie Dragon 2000 Copy : 2000 Number : 072 Name : Tiger Mage Rarity : 2 Stone Req : 5 Atribute : Fire Type : Independent Max Hp : 64 Defense : 16 Attack : Fireball Range/Offense : A/16 Attack : Double magic Range/Offense : Special Monster spec Max Hp : 38 Defense : 12 Attack : Fireball Range/Offense : A/16 Card Profile An Independent creature that waits until it sees a weakness, then shoots a poisonous fireball at its prey. Magic Stone consumption is cut in half while Tiger Mage is on the Battlefield. Monster Profile The result of a bizarre magic experiment, this half-wizard, half-tiger will keep its distance until it thinks its for is vulnerable. It will then attack with fireballs. Transform : Sphinx 2000 Copy : 2000 Number : 073 Name : Hydra Rarity : 2 Stone Req : 11 Atribute : Water Type : Independent Max Hp : 200 Defense : 24 Attack : Poison Mist Range/Offense : Special Monster spec Max Hp : 200 Defense :24 Attack : Sweep Attack Range/Offense : 12 Attack : Poison breath Range/Offense : 24 Card Profile This special monster lays down a poisonous mist that will affect all creatures for as long as the hydra remains on the battlefield. Monster Profile This extremely venomous five-headed dragon lives near Lake Destriel. He will attack with his poison breath when at a distance. At close range, he will use his five heads as weapons. Transform : Zombie Dragon 1000 Copy : 2000 Number : 074 Name : Siren Rarity : 2 Stone Req : 4 Atribute : Water Type : Independent Max Hp : 36 Defense : 16 Attack : Song of sadness Range/Offense : B/12 Monster spec Max Hp : 36 Defense : 16 Attack : Song of sadness Range/Offense : B/12 Card Profile An Independent type creature that does not move. It simply sings a melancholy song which drains the life of anyone who approaches the Siren. The call of the Siren can penetrate any defense. Monster Profile The call of a Siren is enchanted. Anyone within range of the Siren's melancholy voice will feel their Hit Points being drainedd away. The call of the Siren can penetrate any defense. Transform : Dark Raven 1000, Hydra 1000, Night Mare 1000 Copy : 1500 Number : 075 Name : Hand of Fire Rarity : 2 Stone Req : 5 Atribute : Fire Type : Independent Max Hp: 38 Defense : 2 Attack : Fire Power-up Range/Offense : Special Monster spec Max Hp : 38 Defense : 2 Attack : Finger Flick Range/Offense : C/9 Attack : Punch Range/Offense : B/12 Card Profile Special type of creature that will double the power of all Fire beings while halving the power of Wood creatures. This effect only last while the Hand of Fire remains on the battlefield. Does not attack. Monster Profile This Fiery hand will use Trickery and deception to confuse his foes, enabling him to get close and crush them in his iron grip. Some attacks will also result in paralysis damage. Transform : Hand of Pain 700, Mind Flayer 2100 Copy : 1050 Number : 076 Name : Chimera Rarity : 2 Stone Req : 6 Atribute : Fire Type : summoned Attack : Bull charge Range/Offense : B/36 Monster spec Max Hp : 80 Defense : 12 Attack : Bull Charge Range/Offense : B/24 Card Profile A Summons monster with incredible destructive power. The Chimera rams into submission. Its ability to strike froma distance makes it ideal for attacking monsters that are dangerous close up. Monster Profile This magical creature is a mixture of three animals The Chimera prefers to charge into its foes, knocking them down and causing serious damage. It can also put a curse on an opponent. Transform : Demon Hound 1000, Efreet 1000 Copy : 1500 Number : 077 Name : Goblin Lord Rarity : 2 Stone Req : 7 Atribute : Neutral Type : Independent Max Hp: 20 Defense : 2 Attack : Treasure Hunt Range/Offense : Special Monster spec Max Hp : 20 Defense :2 Attack : Club Attack Range/Offense : B/6 Attack : Foul Smoke Range/Offense : D/10 Card Profile An Independent creature with a very special ability. When summoned, the goblin Lord will root around in the ground, locating Magic Stone. It does tend to get killed rather quickly, however. Monster Profile The nobility of the goblin world, Goblin Lords are actually quite weak. But they are rich: When attacked, they will give off a glorious shower of Magic Stones. Transform : Steel Skeleton 1400 Copy : 1400 Number : 078 Name : Scythe Beast Rarity : 1 Stone Req : 1 Atribute : Wood Type : Weapon Used : 5 Attack : Shockwave Slash Range/Offense : B/7 Monster spec Max Hp : 26 Defense : 0 Attack : Shockwave Slash Range/Offense : B/7 Card Profile A Weapon-type monster that wields an over-sized scythe. Its striking power is not great, but the shockwave created by its weapon can inflict damage from a distance. Monster Profile The over-sized scythe wielded by this monster is so sharp and so large that it creates a sonic wave that can damage enemies even when they are beyond the reach of the blade itself. Transform :Banshee 1000, Kitty Trap 1000, Great Demon 2000 Copy : 1000 Number : 079 Name : Kitty Trap Rarity : 2 Stone Req : 2 Atribute : Fire Type : Trap Max Hp : 10 Defense : 0 Attack : Petrifying Trap Range/Offense : B/15 Monster spec Max Hp : 10 Defense : 0 Attack : Petrifying Trap Range/Offense : B/15 Card Profile This trap type creature stakes out its territory with a pillar of fire. If an enemy comes too close, the Kitty Trap will explode. 3 Kitty Traps on the battlefield at one time will interact in a unique way. Monster Profile These itelligent traps were created by a wizard that loved cats. They mark out a piece of territory with a ring of fire. Anyone entering that space will suffer paralysis and petrifaction damage. Transform : Scythe Beast 1000, Maelstrom 1000 Copy : 1500 Number : 080 Name : Night Mare Rarity : 2 Stone Req : 7 Atribute : Neutral Type : Independent Max Hp : 60 Defense : 1 Attack : Poisonous Dream Range/Offense : B/20 Monster spec Max Hp : 40 Defense : 1 Attack : Poisonous Dream Range/Offense : B/20 Card Profile An Independent monster that expels a cloud of poison gas wherever it goes. It moves slowly, but makes up for it by blanketing a large area with its poison breath. Monster Profile A Night Mare it a demon who has taken the shape of a horse. Night Mare breathe out a large cloud of Noxious vapors. They are vulnerable to attack from behind because of their slow speed. Transform : Chaos Knight 3000 Copy : 1500 Number : 081 Name : Golden Phoenix Rarity : 4 Stone Req : 20 Atribute : Independent Type : Fire Max hp : 30 Defense : 80 Attack : Life saver Range/Offense : Special Monster spec Max Hp : ???? Defense : ??? Card Profile The lord of the Fire Creatures. The golden phoenix uses its phenomenal life force to absorb all damage taken by the player's side. Cannot be used under the 2 Player Fair Play Rule. Monster Profile Unknown Transform : Doppelganger 9999 Copy : 5000 Number : 082 Name : Rheebus Rarity : 1 Stone Req : 3 Atribute : Wood Type : Summoned Used : 1 Attack : Healing touch Range/Offense : Healing 30% Monster spec Max Hp : ???? Defense : ??? Card Profile This mysterious beast will restore 30% of a player's health, and reactvate 1-2 used cards. Any discarded cards will also be restored. Cannot be used under the 2 Player Fair Play Rule. Monster Profile Unknown Transform : Catoblepas 1400, Beelzabub 2800 Copy : 700 Number : 083 Name : White Tiger Rarity : 4 Stone Req : 20 Atribute : Wood Type : Summoned Used : 1 Attack : Fangs of Glory Range/Offense : S/99 Monster spec Max Hp : 400 Defense : 24 Attack : Quick Draw Range/Offense : B/48 Card Profile The Lord of the Wood Creatures. From his terrible jaws, there is no escape. One of the most powerful Summons creatures in the game. Cannot be used under the 2 Player Fair Play Rule. Monster Profile This lord of the Wood creatures live in an enchanted forest from which no man has ever returned. The speed and razor-sharp claws of this legendary beast make it more deadly then 10 Master swordsman. Transform : Doppelganger 9999 Copy :5000 Number : 084 Name : Venus Spider Rarity : 1 Stone Req : 3 Atribute : Earth Type : Summoned Used : 1 Attack : Spider web Range/Offense : B/12 Monster spec Max Hp : 18 Defense : 2 Attack : Spider web Range/Offense : B/8 Card Profile A Summones Monster tha throws a spider web onto enemy monsters. Monsters hit by the web may also suffer poisoning and paralysis. Monster Profile This Giant spider appears to be a plant at first glance. When approached, it will shoot out a spider web. Anyone caught in the spider's web will be unable to move at full speed. Transform : Sand Beetle 1000, Archer Tree 1000, Sphinx 4000 Copy : 1000 Number : 085 Name : Vampire Rarity : 3 Stone Req : 8 Atribute : Neutral Type : Summoned Used : 1 Attack : Death Spell Range/Offense : Special Monster spec Max Hp : 66 Defense : 30 Attack : Vampire Bats Range/Offense : A/20 Card Profile A Summons creature with a special ability. With each attack, a Vampire has a chance of killing every creature on the board, friend and foe. However, some creature do have immunity to one-stroke kills. Monster Profile Vampire: evil incarnate... The children of the night. Vampires dispense swarms of vampire bats to drain the life out of thier foes. The bats can also cause poison, paralysis, and curse damage. Transform : Steel Skeleton 1000 Copy : 4000 Number : 086 Name : Sphinx Rarity : 3 Stone Req : 8 Atribute : Earth Type : Weapon Used : 1 Attack : UHF Blastwave Range/Offense : S/48 Monster spec Max Hp : 160 Defense : 18 Attack : UHF Blastwave Range/Offense : S/48 Card Profile A Weapon type monster that can attack from afar. The Sphinx sends out an ultra high frequancy sound which will cause major damage to anything in the path of the player. It also causes paralysis. Monster Profile This magical being is said to live in a long-lost temple. The ultra high frequancy sound wave of the sphinx can cause severe damage and paralysis. Transform : Tiger mage 1000, Elephant King 1000 Copy : 4000 Number : 087 Name : Water Bird Rarity : 2 Stone Req : 7 Atribute : Summoned Type : Water Attack : Splash of life Range/Offense : Healing 100% Monster spec Max Hp : ???? Defense : ??? Card Profile This spirit of the water will restore the player and allies to full health. Cannot be used under the 2 Player Fair Play Rule. Monster Profile Unknown Transform : Running bird 700, Unicorn 700 Copy :1050 Number : 088 Name : Puppet Master Rarity : 3 Stone Req : 7 Atribute : Neutral Type : Summoned Used : 1 Attack : Puppet Strings Range/Offense : Special Monster spec Max Hp : 95 Defense : 28 Attack : Sweep Attack Range/Offense : B/24 Attack : Puppet Strings Range/Offense : B/16 Card Profile A Summons creature with the ability to charm both enemies and friends. The more enemies there are, the more effective this creature can be. Monster Profile On the orders of the Enchanter, this evil wizard is attempting to collect all the Runestones. He will cast a charm on anyone who comes within reach of his enchanted puppet strings. Transform : Vampire 1000 Copy : 4000 Number : 089 Name : Plague Rat Rarity : 1 Stone Req : 4 Atribute : Independent Type : Earth Max Hp : 24 Defense : 3 Attack : Toxic MegaBoost Range/Offense : Special Monster spec Max Hp : 16 Defense : 3 Attack : Grem Cloud Range/Offense : B/3 Card Profile A germ-infested giant rodent that makes poison five times as effective as normal. It will not poison anyone by it self. Most effective when used in combination with a second, poison-inducing creature. Monster Profile These giant rats are carriers of every disease known to Argewyll. They poison anyone near them with deadly super virus. Transform : Carbuncle 700, Giant Bee 700, Elephant 1400 Copy : 700 Number : 090 Name : Hand of Pain Rarity : 2 Stone Req : 5 Atribute : Water Type : Independent Max Hp : 33 Defense : 4 Attack : Water Power-up Range/Offense : Special Monster spec Max Hp : 33 Defense : 4 Attack : Finger Flick Range/Offense : C/8 Attack : Punch Range/Offense : B/12 Card Profile A special creature that doubles the power of water monsters, while halving the power of Fire creatures. Does not attack. Monster Profile This quick-moving giant hand will crush anyone it catches in its deadly grip. While active, the Hand of Pain will also double the power of any water creatures, while halving the power of Fire Creatures. Transform : Hand of Fire 700, Sasquatch 700 Copy : 1050 Number : 091 Name : Whip worm Rarity : 2 Stone Req : 3 Atribute : Wood Type : Spin card Max Hp : 24 Defense : 32 Attack : Flying Tackle Range/Offense : A/12 Monster spec Max Hp : 24 Defense : 32 Attack : Flying Tackle Range/Offense : C/24 Card Profile A strange worm that circles around the player's position, damaging any enemy monster it contacts. Monster Profile The Whip Worm spins around and around, plowing into anything that gets in its way. Ramming victims will suffer from paralysis damage. Transform : Giant Bee 1000, Juggernaut 1000 Copy : 3000 Number : 092 Name : Trickster Rarity : 2 Stone Req : 7 Atribute : Wood Type : Independent Attack : Tricky Dance Range/Offense : B/12 Monster spec Max Hp : 60 Defense : 12 Attack : Tricky Dance Range/Offense : B/12 Card Profile An Independent creature with a special ability. The Trickster emits a mysterious sound wave that will produce one of six conditions : Poison, Paralysis, Charm, Curse, Petrifaction, or Death. Monster Profile Native to the Gromtull Desert, the Trickster is a magical creature that flips into a handstand pose before attacking. It uses strange sound waves to cause paralysis and other damage conditions. Transform : Orc 1000, Demon Hound 1000, Sasquatch 1000 Copy : 2000 Number : 093 Name : Demon Skeleton Rarity : 2 Stone Req : 9 Atribute : Water Type : Independent Attack : Swing Range/Offense : C/20 Attack : Power Swing Range/Offense : C/30 Monster spec Max Hp : 82 Defense : 20 Attack : Swing Range/Offense : C/20 Attack : Power Swing Range/Offense : C/30 Card Profile This is the larger and much more powerful cousin of the regular Skeleton. With superior longevity and a high HP rating, the Demon Skeleton won't be knocked out of a fighe prematurely. Monster Profile The body of this giant skeleton gleams blue, hinting at the magic power that binds it bones together. Demon Skeletons are tougher, faster, and more dangerous that their smaller cousins. Transform : Dragon Knight 1000 Copy : 2000 Number : 094 Name : Caterpoker Rarity : 1 Stone Req : 6 Atribute : Wood Type : Independent Max Hp : 48 Defense : 8 Attack : Poisonous Horns Range/Offense : B/18 Monster spec Max Hp : 32 Defense : 8 Attack : Paralysis Horns Range/Offense : B/16 Card Profile An Independent monster that uses its poisoned feelers to attack any enemy monsters that near it. Monster Profile Half Demon, Half caterpiller, this creepy-crawler uses it innumerable feelers to paralyze its victims. Transform : Golden Butterfly 1000, Decoy Piller 5000 Copy : 1000 Number : 095 Name : Beelzabub Rarity : 3 Stone Req : 9 Atribute : Neutral Type : Independent Max Hp : 66 Defense : 36 Attack : All Offense Up Range/Offense : Special Monster spec Max Hp : 66 Defense : 30 Attack : Fly Cutter Range/Offense : A/24 Attack : Rain od Death Range/Offense : B/18 Card Profile While on the battlefield, this creature will neutralize all element attributes. It will also boost the offensive power of all creatures, friend or foe. Does not attack. Monster Profile These demonic flies use plague grems to inflict various damage conditions. While alive, Beelzebubs will neutralize all Element Attributes, and boost the striking power of every other being. Transform : Mole Monster 1000 Copy : 4000 Number : 096 Name : Mind Flayer Rarity : 3 Stone Req : 18 Atribute : Water Type : Summoned Attack : Restore Cards Range/Offense : Special Monster spec Max Hp : 100 Defense : 18 Attack : Mind stan Blast Range/Offense : B/5 Card Profile Using a rare type of magic, this creature will return 5-10 of the cards already used by the summoner. Any discarded cards will also be restored. Cannot be used under the 2 Player Fair Play Rule. Monster Profile Little is known about these sorcerers of the monster world. Their strange magical powers allow them to attack a person's mind directly, causing paralysis and slowed movement. Transform : Kraken 1000. Copy : 4000 Number : 097 Name : Ice Golem Rarity : 3 Stone Req : 9 Atribute : Water Type : Summoned Used : 1 Attack : Ice storm Range/Offense : S/70 Monster spec Max Hp : 60 Defense :48 Attack : Spinning Ice Range/Offense : C/16 Attack : Ice Balls Range/Offense : A/8 Card Profile A creature of magic, born of the frigid land to the north. Gives off Water energy that damage every Fire monster on the battlefield. Monster Profile These monsters from the ice lands attack by creating a massive block of ice which cause both standard damage, and Paralysis Transform : Sand Golem 1000, Fenril 1000 Copy : 4000 Number : 098 Name : Cyclops Rarity : 3 Stone Req : 5 Atribute : Earth Type : Independent Max Hp : 60 Defense : 8 Attack : Spec. Dmg Boost Range/Offense : Special Monster spec Max Hp : 60 Defense :8 Attack : Evil Eye Curse Range/Offense : B/10 Attack : Spec. Dmg Boost Range/Offense : Special Card Profile A special monster that enables all friendly monsters to cause conditional damage (poisoning, ect) in addition to their normal attacks. Monster Profile Created in the image of a great eyeball, the Cyclops will give every monster on its side the ability to cause Special damage. The Cyclops's eye beam can also cause curse damage. Transform : Evil eye 700 Copy : 2100 Number : 099 Name : Black Dragon Rarity : 4 Stone Req : 16 Atribute : Neutral Type : Independent Max Hp: 180 Defense : 24 Attack : Black Breath Range/Offense : B/45 Attack : Black Charge Range/Offense : B/60 Monster spec Max Hp : 180 Defense : 24 Attack : Black Breath Range/Offense : B/45 Attack : Black Charge Range/Offense : B/60 Card Profile An Independent type creature. The Black Dragon has both staying power and an extremely lethal attack. The downside is that any damage taken by the dragon will result in the summoner losing hit points. Monster Profile Long ago, the God of Destruction created the Black Dragon as the ultimate weapon. Its attack is devastating; its vitality is without equal; and it is virtually immune to special attacks. Transform : Vampire 1000 Copy : 5000 Number : 100 Name : Steel Skeleton Rarity : 3 Stone Req : 12 Atribute : Neutral Type : Independent Max Hp : 60 Defense : 48 Attack : Bone Breaker Range/Offense : C/20 Attack : Bone Crusher Range/Offense : C/30 Monster spec Max Hp : 60 Defense :48 Attack : Bone Breaker Range/Offense : C/20 Attack : Bone Crusher Range/Offense : C/30 Card Profile An Indenpendent creature with superb hardness, striking power, and defense. Its longevity means it can be used more than once. Some attacks will produce instant death or petrifaction. Monster Profile The undisputed king of the skeletons race. Possessed of superior endurance and power, it can also, on occasion, turn foes to stone, or kill them with one stroke. Transform : Goblin Lord 1000 Copy :4000 Number : 101 Name : Chaos Knight Rarity : 3 Stone Req : 7 Atribute : Neutral Type : Weapon USed : 2 Attack : Demon Thrust Range/Offense : B/50 Monster spec Max Hp : 96 Defense :40 Attack : Backhand Lance Range/Offense : C/15 Attack : Demon Thrust Range/Offense : B/24 Card Profile A Weapon type monster that devastates its foes with its halberd. The player will be vulnerable in the moment before the attack, but one blow is often enough to kill a foe. Monster Profile Appearing in the form of a blood red suit of armor, the Chaos Knight is among the most lethal monsters in Argewyll. His spear can penetrate even a strong defense, and one blow is often all it takes. Transform : Night Mare 1000 Copy : 4000 Number : 102 Name : Decoy Piller Rarity : 4 Stone Req : 3 Atribute : Fire Type : Independent Max Hp : 80 Defense : 80 Attack : Decoy Action Range/Offense : Special Monster spec Max Hp : ???? Defense : ??? Card Profile A sentient piler of rock. When summoned, it will draw the enemy's fury to it relieving the player from attack. Monster Profile Unknown Transform : Fire Gargoyle 700, Lich 700 Copy : 3500 Number : 103 Name : Elephant King Rarity : 3 Stone Req : 8 Atribute : Earth Type : Summoned Used : 1 Attack : Quake Stomp Range/Offense : A/50 Monster spec Max Hp : 240 Defense : 32 Attack : Tusk Thrust Range/Offense : D/24 Attack : Quake Stomp Range/Offense : A/30 Card Profile A summons-Type creature that can damage anyone near the Summoner. It attacks by driving its massive weight into the ground, causing a mini-earthquake. This card is both lethal, and easy-to-use. Monster Profile These giant elephants use their size and weight to deliver crushing blow at close range. They impale their enemies on their razor sharp tusks, or shatter the earth with their great weight. Transform : Demon Fox 5000 Copy : 4000 Number : 104 Name : God of Destruction Rarity : 4 Stone Req : 26 Atribute : Neutral Type : Summoned Used : 1 Attack : Final Judgement Range/Offense : Special Monster spec Max Hp : 480 Defense : 24 Attack : Wrath of God Range/Offense : B/140 Attack : Annihilation Range/Offense : Special Card Profile The Black terror of legends, this diety wil bring every on the battlefield, friend and foe alike, to the very brink of death. Cannot be used under the 2 Player Fair Play Rule. Monster Profile Feared by mankind since the beginning of time, this terrible diety will lend hid powers, temporarily, to a bearer of Runestones. Transform : Doppelganger 9999 Copy : 9999 Number : 105 Name : Doppelganger Rarity : 4 Stone Req : 10 Atribute : Neutral Type : Independent Max Hp : 300 Defense : 20 Attack : Loving Embrace Range/Offense : Special Monster spec Max Hp : ???? Defense : ??? Card Profile A strange creature that strolls nonchalantly through the battlefield until it finds a victim. It will kill the first creature it touches. Cannot be used under the 2 Player Fair Play Rule. Monster Profile Unknown Transform : God of Destruction 9999 Copy : 9999 ---------------------------------------------------------------------------- 6. Fairy Trading ---------------------------------------------------------------------------- When you can get to Alexander's Fairy House. You can use these Red fairies you've found for Cards. 10 Banshee 20 Stone Head 30 Whip Worm 50 Goblin Lord 70 MegaMandragora 80 Chaos Knight 90 Steel Skeleton 100 Unknown ---------------------------------------------------------------------------- 7. Credits ---------------------------------------------------------------------------- Written by Rovest and Hosted by Gamefaqs.com