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The Kinds of Cards II. The Playing Area III. The Phases IV. Playing Cards V. Packs of Cards 3) Card List I. Battle Cards II. Event Cards III. Situation Cards 4) Promo Card Listing 5) FAQ 6) Strategy and Decklists 7) Contact 8) Thanks and Disclaimer ===================================================================== ===================================================================== 1. I N T R O A N D U P D A T E S ===================================================================== ===================================================================== This is the first FAQ I have ever written so please try to bear with me and feel free to email me with comments and criticisms. This is basically just a FAQ to designed to help with the collecting and playing of Xenocards in Xenosaga: Episode One: Der Wille Zur Macht. I have only had this game for a week now but I love it already and I have already beaten it and gotten every card. I hope this guide helps all who read it. I will try to keep the guide as spoiler free as is possible. Well, on with it then. Updates-------------------------------------------------------------- Version 0.5 (March 5th, 2003) - The first version of the guide, still many things left out and left open for contribution. Version 0.6 (March 6th, 2003) - Got card list to card 48. Only 100 more to go! - Fixed Pack Gotten From info for cards 1-3 - Corrected Swimsuit Shion's HP - Added how to get Smiwsuit Shion and Swimsuit MOMO Version 0.7 (March 8th, 2003) - Added onto card list up to card 66 - Fixed when you can get Promo Pack Q - Added first question to FAQ - Reformatted the document a little ===================================================================== ===================================================================== 2. G A M E B A S I C S ===================================================================== ===================================================================== To start playing the game, you have to have the card passport. This item can be gotten from the robot behind the counter in the restaurant onboard the Elsa. Once you have the item, to play you must go to any save point with the blue EVS plate over it. Then enter the menu, select items, hit R1 to go to special items list and select the card passport. I very much recommend that you go through the tutorial provided by the game. It can be very helpful and will answer most of your preliminary questions. However, I will go over some of the basics of the game here too. I. The Kinds of Cards --------------------- There are three types of cards in Xenocard. Battle Cards are the red ones. These include the warriors you will use and the weapons you can equip them with. Event cards are yellow. These are things that you can do to help your deck, help your creatures, or hurt the other opponents deck. These cards only last for 1 turn though. The final kind of card is the blue situation card. Situation cards alter the game mechanics and the field by giving bonuses to certain races or helping your deck recover cards. These can last anywhere from a few turns to the rest of the game, depending on the card. II. The Playing Area --------------------- In a normal game of Xenocards there is one objective. And that is to make your opponent run out of cards in his or her deck. This can be accomplished by making them draw extra cards, attacking their deck with battle cards, or through special effects. While you do this you have to protect your own deck. There are a 7 main things to draw your attention to on the playing field. The first is the battlefield. That is the 4 big squares in the middle. This is where most of the action takes place. You put your own battle cards here to attack your enemy's deck or defend your own. The second is the standby area. It's the left side of the field. This is where cards go when you first play them. You can also use this as an area for valuable battle cards to retreat to in order to get them out of the line of fire. The third area is the situation area. This is where, you guessed it, situation cards go. It is on the right side of the playing field. As I said before, situation cards are cards that affect the mechanics of the game. The fourth area to concern yourself with is your hand. This contains all the cards you currently have in your hand, obviously. These cards can either be played onto their appropriate section of the field or as one turn effects in the case of events. The fifth major area is your deck. This just shows a pile of cards and the number of cards remaining. Keep a keen eye on this to prevent yourself from running out of cards. The sixth area is the lost pile next to your deck. These are cards that have been discarded from your deck in order to pay the cost of other cards. Try to keep this pile from getting too big. There are some effects to retrieve these cards though so not all is lost. The seventh and final area is the junk pile. This pile just to the right of the lost pile contains all the cards that have been destroyed from your field. These cards are generally considered completely gone although I believe one card, Destiny, can retrieve one battle card from it. III. The Phases --------------------- Now that all that is explained, I will go on to the phases of the game. There are 7 phases to each players turn. First is the draw phase. This is simple, you draw one card into your hand from your deck. Next is the move phase. In this phase you can move battlecards around on the battlefield and to battlefield from the standby area or vice versa. Thirdly is the event phase. You can play the event cards in your hand. Your opponent may play his or her own event card to counter your event but they cannot use any other cards this phase. You can also trigger some effects from battle and situation cards during this phase. The fourth phase is the set phase. In this phase you can play one battlecard and/or one situation card. There are some cards you can play more than one of on a turn (notably, Realians). Fifth in the order is the block phase. During this phase, your opponent has the chance to play event cards before the battle takes place. You can counter their events with your own event cards but no other cards can be played this phase by you. The sixth and arguably most important phase is the battle phase. This is where your battle cards deal their damage to your opponents own battlecards and/or deck. This is also when the E mark on cards played during the set phase is removed. The seventh and final phase is the adjust phase. In this phase you simply discard cards from your hand until you have only six. IV. Playing Cards --------------------- There are several things to take note of when playing cards from your hand. Many cards have a cost and requirements. A cost is how many cards are put directly from your deck into the lost pile upon the playing of the card. Requirements are the amount and kind of cards you must have out on your field before you can play the card. Cards can require humans, mechs, gnosis, and blanks (any card) in their requirements. All cards can have costs and requirements. Please note that when you play a creature battle card, it comes into play in the standby area with an E on it. This means that it will not count towards the requirements of any other card until the E disappears. For example, if you have a civilian male out and play another one this turn, you cannot play a situation card with a requirement of 2 humans this turn. The only exception to this is gnosis. Gnosis discard one or more humans off your standby and/or battlefield areas and place themselves into the action immediately (although you can play them to the standby area if you wish). HP is an attribute that is unique to creature battlecards. HP is simply how much damage a card can take before it is moved to the junk pile. Obviously, the higher the HP of the card, the better off it will be. Weapon and creature battlecards have the attack attribute. This denotes how much damage the card can do to your opponent's card or to his/her deck. There are 4 types of attacks in the Xenocard game. They are: Hand: These cards only deal damage to a card if it is directly in front of them on the battlefield. They have to be in the front row to damage enemy cards and can't damage your opponent's deck. Ballistic: These cards can attack any card ahead of them from any distance. They can also attack the deck if no cards are in the way. Spread: These cards attack all your opponent's cards on his battlefield at once. Homing: These cards damage your opponent's deck directly regardless of what battle cards he has out. Some cards also have a special ability called penetrating. This means that if it attacks an enemy card with lower HP than your card's attack power, the excess damage will pass through to the next card in line or your opponent's deck if there is nothing behind it. The final thing to notice when playing a card is it's effects. Battle cards can sometimes have these and situation and event cards always have effects. This is essentially what the card does when played or while it is out on the field. Most of these effects are self explanitory but one keyword the game uses but fails to explain is downing a card. Downing a card simply prevents it from attacking. This effect ends next turn. V. Packs of Cards --------------------- There are 2 different packs of cards you can buy in Xenosaga and each has a different variety of cards that can be acquired from it. There is also a starter pack that has some of the cards and when you first acquire the game, it includes some cards. The Card Passport and Beginning Deck is free. The Starter Set costs 400 G while Packs #1 and #2 cost 100 G a piece. Here is a list of what you can obtain in each of the packs. Please note that you can only hold 3 copies of a card so any duplicates over that will be sold for 5 G a piece automatically. The Starter Set contains 40 specific cards. Each of the packs contains 10 random cards from their possible list. Each pack contains 1 rare, 2 uncommons, and 7 commons. Beginning Deck - Lv 1 Shion, Civilian Child(2), Civilian Female(2), Civilian Male(2), Civilian Boy(2), U-TIC Soldier, All-Purpose Realian Male(2), All-Purpose Realian Female, Gov't Realian(2), Drone(3), AG-01(3), Cannon, Missile Pod, Handgun(3), Rifle(3), Cure-All, Bio-Sphere, Supply Ship, Curry(3), Federation Cruiser(3), and Charge(2) [The numbers in parentheses denote the amount of the card received] Starter Set - Lv 1 Shion, Lv 1 chaos, Lv 1 MOMO, Lv 1 KOS-MOS, Lv 1 Jr., Lv 1 Ziggy, Civilian Child, Civilian Female, Civilian Male, Civilian Boy, U-TIC Soldier, All-Purpose Realian Male, All-Purpose Realian Female, Gov't Realian, Drone, AG-01, Cannon, Missile Pod, Handgun, Rifle, Cure-All, Curry, Federation Cruiser, and Charge. Card Pack #1 - AG-01, AG-02-M, Allen, All-Purpose Realian Female, All-Purpose Realian Male, Analyze, Article 4 Paragraph 13, Battle Suit, Beam, Bio-Sphere, Cannon, Charge, Cherenkov, Civilian Boy, Civilian Child, Civilian Female, Civilian Male, Collective Unconsciousness, Combat Realian Female, Combat Realian Male, Compulsory Sortie, Cure-All, Curry, Dragon Skull, Drone, D.S.S.S, Eyeglasses, Federation Cruiser, Gnosis Phenomenon, Goblin, Golem, Good Luck, Gov't Realian, Gremlin, Hammer, Handgun, Hilbert Effect, Honorable War Casualty, Human Sacrifice, Impregnable Guard, Invitation from the Mysterious Girl, Landing Operations, Lv 1 chaos, Lv 1 Jr., Lv 1 KOS-MOS, Lv 1 MOMO, Lv 1 Shion, Lv 1 Ziggy, Lv 10 Shion, Margulis, Mass Produced 100 Series Realian, Matthews, Miltian Conflict, Minotaur, Missile Pod, Notice from the Federation, Override Code, Pilgrimage Fleet, Premonition of the Gnosis, A Rat in a Trap, Recycler, Retreat, Revive DX, Rifle, Saber, Security Guard, Shield, Simulation, Soldier, Song of the Mysterious Girl, Start Up, Stim DX, Supply Fleet, Supply Order, Supply Ship, Tony, U-TIC Soldier, Virgil, VX-10000, Waste Money, Wilhelm, Woglinde, and Zohar Emulator. Card Pack #2 - Aird, Albedo, Armistice, Break Through Enemy Lines, Cerberus, Confusion, Durandal, Expulsion Order, Fairy, Gaignun, Gargoyle, Gnosify, Hydra, Imaginary Space, Investigation of the Planetary Disappearance, Joachim Mizrahi, Kirschwasser, Kobold, Kukai Foundation, Lizardman, Lv 10 Jr., Lv 10 MOMO, Lv 10 Ziggy, Mary & Shelley, Miyuki's Email, Mysterious Girl, Ogre, Pellegri, Precise Shooting, Resolution of the Assembly, Rocket, Sanctuary Ship, Simeon, Stim, Surprise Attack, Territory Shift, Transfiguration, Tune-Up, U.M.N. Invasion, Unicorn, VX-4000, VX-7000, VX-9000, VX-20000, and X-Buster. ===================================================================== ===================================================================== 3. C A R D L I S T ===================================================================== ===================================================================== Here is a list of all the cards of Xenocard. Please note I will not list Beginning Deck as a pack to get cards from as you cannot buy more and it is basically the same thing as the Starter Set. ==================== I. BATTLE CARDS ==================== ---------- Card 1 ---------- Name: Lv 1 Shion Subtype: Human Cost: 1 Requirements: none HP: 4 Attack: 1 Attack Type: Ballistic Card Text: Draw a Lv 10 Shion card from your deck and add it to your hand whenever this card destroys and enemy card. Shuffle your deck afterwards. Pack Gotten From: Starter, Pack #1 Rarity: Rare ---------- Card 2 ---------- Name: Swim Suit Shion Subtype: Human Cost: 0 Requirements: 1 Human HP: 4 Attack: 3 Attack Type: Hand Card Text: none Pack Gotten From: Won in Tournament Rarity: Promo ---------- Card 3 ---------- Name: Lv 1 Ziggy Subtype: Human Cost: 1 Requirements: 1 Human HP: 5 Attack: 2 Attack Type: Hand Card Text: Any Battle Cards attacked by this card will be downed. This card cannot equip weapons. Pack Gotten From: Starter, Pack #1 Rarity: Rare ---------- Card 4 ---------- Name: Lv 1 MOMO Subtype: Realian Cost: 1 Requirements: 1 Human HP: 4 Attack: 1 Attack Type: Ballistic Card Text: Gain ATK+1 when the enemy is gnosis. Pack Gotten From: Starter, Pack #1 Rarity: Rare ---------- Card 5 ---------- Name: Lv 1 KOS-MOS Subtype: Mech Cost: 5 Requirements: 1 Human, 1 Blank HP: 6 Attack: 3 Attack Type: Ballistic Card Text: When Shion is on your battlefield, you can play this card without cost. This card cannot equip weapons. Pack Gotten From: Starter, Pack #1 Rarity: Rare ---------- Card 6 ---------- Name: Lv 1 Jr. Subtype: Human Cost: 1 Requirements: 1 Human HP: 4 Attack: 1 Attack Type: Ballistic Card Text: This card can attack during the enemy battle phase. This attack will take place after all the enemy cards have attacked. This ability is not available when a weapon is equipped on this card. Pack Gotten From: Starter, Pack #1 Rarity: Rare ---------- Card 7 ---------- Name: Lv 1 Chaos Subtype: Unknown Cost: 1 Requirements: 1 Human HP: 4 Attack: 1 Attack Type: Ballistic Card Text: Each turn, this card recovers 2 HP during your adjust phase. Pack Gotten From: Starter, Pack #1 Rarity: Rare ---------- Card 8 ---------- Name: Lv 10 Shion Subtype: Human Cost: 1 Requirements: 3 Human HP: 6 Attack: 3 Attack Type: Ballistic Card Text: When Lv 1 Shion is on your battlefield, you can play this card even if other conditions are not met, and without cost. This card takes -1 damage when attacked by Realians. Pack Gotten From: Pack #1 Rarity: Rare ---------- Card 9 ---------- Name: Swim Suit MOMO Subtype: Realian Cost: 0 Requirements: 1 Human HP: 4 Attack: 3 Attack Type: Hand Card Text: Gain ATK+1 when the enemy is gnosis. Pack Gotten From: Won in Tournament Rarity: Promo ---------- Card 10 ---------- Name: Lv 10 Ziggy Subtype: Human Cost: 1 Requirements: 2 Human HP: 7 Attack: 2 Attack Type: Ballistic Card Text: When Lv 1 Ziggy is on your battlefield, you can play this card in its place even if other conditions are not met, for no cost. Battle cards attacked by this card will be downed. This card cannot equip weapons. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 11 ---------- Name: Lv 10 MOMO Subtype: Realian Cost: 1 Requirements: 2 Human HP: 6 Attack: 3 Attack Type: Ballistic Card Text: When Lv 1 MOMO is on your battlefield, you can play this card in its place without cost if all conditions are met. When this card is on the battlefield, gnosis cannot move on the battlefield. Gain ATK+1 against gnosis. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 12 ---------- Name: Lv 10 KOS-MOS Subtype: Mech Cost: 1 Requirements: 2 Human, 2 Blank HP: 8 Attack: 2 Attack Type: Spread Card Text: When Lv 1 KOS-MOS is on the battlefield, you can play this card in its place if all conditions are met. This card can only equip KOS-MOS weapons. This card will attack every other turn. Pack Gotten From: Promo Pack D Rarity: Promo ---------- Card 13 ---------- Name: Lv 10 Jr. Subtype: Human Cost: 1 Requirements: 2 Human HP: 6 Attack: 2 Attack Type: Ballistic Card Text: When Lv 1 Jr. is on your battlefield, you can play this card in its place without cost if all conditions are met. This card also attacks during the enemy's battle phase, after all the enemy battle cards have attacked. This ability is lost if this card equips a weapon. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 14 ---------- Name: Lv 10 Chaos Subtype: Unknown Cost: 1 Requirements: 2 Human HP: 6 Attack: 3 Attack Type: Ballistic Card Text: If Lv 1 Chaos is on your battlefield, you can play this card in its place if all conditions are met. Each turn, this card recovers 3 HP during your adjust phase. Pack Gotten From: Promo Pack E Rarity: Promo ---------- Card 15 ---------- Name: Albedo Subtype: Human Cost: 1 Requirements: 1 Human, 1 Blank HP: 5 Attack: 2 Attack Type: Ballistic Card Text: When this card is alone on your battlefield, add the number of cards in your junk pile to its ATK. Afterwards, remove the cards in the junk pile from the game. This card cannot equip weapons. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 16 ---------- Name: Hammer Subtype: Human Cost: 1 Requirements: none HP: 3 Attack: 1 Attack Type: Ballistic Card Text: During the Battle Phase, Hammer gains ATK+1 for every mech on your battlefield. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 17 ---------- Name: Civilian Child Subtype: Human Cost: 0 Requirements: none HP: 3 Attack: 1 Attack Type: Hand Card Text: none Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 18 ---------- Name: Civilian Female Subtype: Human Cost: 0 Requirements: none HP: 3 Attack: 1 Attack Type: Hand Card Text: none Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 19 ---------- Name: Civilian Male Subtype: Human Cost: 0 Requirements: none HP: 3 Attack: 1 Attack Type: Hand Card Text: none Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 20 ---------- Name: Civilian Boy Subtype: Human Cost: 0 Requirements: none HP: 3 Attack: 1 Attack Type: Hand Card Text: none Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 21 ---------- Name: Soldier Subtype: Human Cost: 1 Requirements: none HP: 3 Attack: 1 Attack Type: Ballistic Card Text: none Pack Gotten From: Pack #1 Rarity: Common ---------- Card 22 ---------- Name: Security Guard Subtype: Human Cost: 1 Requirements: none HP: 3 Attack: 1 Attack Type: Ballistic Card Text: none Pack Gotten From: Pack #1 Rarity: Common ---------- Card 23 ---------- Name: U-TIC Soldier Subtype: Human Cost: 1 Requirements: none HP: 3 Attack: 2 Attack Type: Ballistic Card Text: If this card is destroyed. the owner of the card must pay 1 cost. Pack Gotten From: Starter, Pack #1 Rarity: Uncommon ---------- Card 24 ---------- Name: Realian Male Subtype: Realian Cost: 0 Requirements: none HP: 2 Attack: 1 Attack Type: Hand Card Text: The one card per turn rule does not apply to this card. If you use this card, select one card from the deck during the adjust phase. Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 25 ---------- Name: Realian Female Subtype: Realian Cost: 0 Requirements: none HP: 2 Attack:1 Attack Type: Hand Card Text: The one card per turn rule does not apply to this card. If you use this card, select one card from the deck during the adjust phase. Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 26 ---------- Name: Gov't Realian Subtype: Realian Cost: 0 Requirements: none HP: 2 Attack: 2 Attack Type: Hand Card Text: The one card per turn rule does not apply to this card. Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 27 ---------- Name: Mass Produced 100 Series Realian Subtype: Realian Cost: 0 Requirements: none HP: 2 Attack: 2 Attack Type: Hand Card Text: The one card per turn rule does not apply to this card. Gain ATK+1 when attacking gnosis. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 28 ---------- Name: Combat Realian Male Subtype: Realian Cost: 0 Requirements: none HP: 2 Attack: 1 Attack Type: Ballistic Card Text: The one card per turn rule does not apply to this card. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 29 ---------- Name: Combat Realian Female Subtype: Realian Cost: 0 Requirements: none HP: 2 Attack: 1 Attack Type: Ballistic Card Text: The one card per turn rule does not apply to this card. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 30 ---------- Name: Bunnie Subtype: Unknown Cost: 1 Requirements: 2 Blank HP: 5 Attack: 2 Attack Type: Hand Card Text: When the E mark is removed from this card, all the cards on the field are downed for both players. Pack Gotten From: Promo Pack C Rarity: Promo ---------- Card 31 ---------- Name: AG-04 Subtype: Mech Cost: 2 Requirements: 1 Human HP: 6 Attack: 2 Attack Type: Hand Card Text: If this card's attack connects, the hit battle card is downed. Pack Gotten From: Promo Pack I Rarity: Promo ---------- Card 32 ---------- Name: AG-02-M Subtype: Mech Cost: 2 Requirements: 1 Human, 1 Blank HP: 7 Attack: 2 Attack Type: Ballistic Card Text: You can only play one of these cards on the field. If this card's attack connects, the hit battle card is downed. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 33 ---------- Name: Simeon Subtype: Mech Cost: 4 Requirements: 2 Human, 1 Mech, 1 Blank HP: 9 Attack: 3 Attack Type: Spread Card Text: You can only play one of these cards on the field. This card attacks every other battle phase. Each turn, this card inflicts 1 damage to each enemy battle card on the field, seperate from its attack. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 34 ---------- Name: AG-01 Subtype: Mech Cost: 2 Requirements: 1 Human HP: 4 Attack: 2 Attack Type: Ballistic Card Text: none Pack Gotten From: Starter, Pack #1 Rarity: Uncommon ---------- Card 35 ---------- Name: Proto Dora Subtype: Mech Cost: 3 Requirements: 1 Human, 1 Mech, 2 Blank HP: 8 Attack: 10 Attack Type: Ballistic Card Text: You can only play one of these cards on the field. This card attacks every other battle phase. The attacks of this card penetrate. Pack Gotten From: Promo Pack Q Rarity: Promo ---------- Card 36 ---------- Name: AG-05 Subtype: Mech Cost: 4 Requirements: 2 Human, 1 Blank HP: 8 Attack: 7 Attack Type: Ballistic Card Text: This card attacks every other battle phase. The attacks of this card penetrate. Pack Gotten From: Promo Pack F Rarity: Promo ---------- Card 37 ---------- Name: Drone Subtype: Mech Cost: 2 Requirements: 1 Human HP: 9 Attack: 2 Attack Type: Hand Card Text: none Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 38 ---------- Name: VX-7000 Subtype: Mech Cost: 4 Requirements: 1 Human, 1 Blank HP: 6 Attack: 3 Attack Type: Ballistic Card Text: You can only play one of these cards on the field. The attacks of this card penetrate. If Jr. is on the battlefield, you can play this card without cost. Pack Gotten From: Pack #2 Rarity: Uncommon ---------- Card 39 ---------- Name: VX-9000 Subtype: Mech Cost: 3 Requirements: 2 Human HP: 6 Attack: 3 Attack Type: Ballistic Card Text: You can only play one of these cards on the field. When this card is destroyed in the battle phase, select and destroy one battle card from the enemy's standby area. Pack Gotten From: Pack #2 Rarity: Uncommon ---------- Card 40 ---------- Name: VX-10000 Subtype: Mech Cost: 3 Requirements: 1 Human, 1 Blank HP: 6 Attack: 3 Attack Type: Ballistic Card Text: You can only play one of these cards on the field. When this card is on the battlefield, all homing attacks miss. If Shion is on the battlefield, you can play this card without cost. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 41 ---------- Name: VX-4000 Subtype: Mech Cost: 3 Requirements: 2 Human HP: 5 Attack: 1 Attack Type: Spread Card Text: You can only play one of these cards on the field. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 42 ---------- Name: VX-20000 Subtype: Mech Cost: 3 Requirements: 2 Human, 1 Blank HP: 5 Attack: 5 Attack Type: Homing Card Text: You can only play one of these cards on the field. This card attacks every other battle phase. Pack Gotten From: Pack #2 Rarity: Uncommon ---------- Card 43 ---------- Name: Saber Subtype: Weapon Cost: 0 Requirements: 1 Mech HP: 0 Attack: 7 Attack Type: Hand Card Text: The one card per turn rule does not apply to this card. Only mechs can equip this card. Gain ATK+3 when the enemy is gnosis. Pack Gotten From: Pack #1 Rarity: Common ---------- Card 44 ---------- Name: Cannon Subtype: Weapon Cost: 1 Requirements: 2 Mech HP: 0 Attack: 8 Attack Type: Ballistic Card Text: The one card per turn rule does not apply to this card. Only mechs can equip this card. This card's attack penetrates. This card attacks every other battle phase. Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 45 ---------- Name: Shield Subtype: Weapon Cost: 2 Requirements: 1 Mech HP: 0 Attack: 0 Attack Type: none Card Text: The one card per turn tule does not apply to this card. Only mechs can equip this card. Equipped cards take -1 damage from normal attacks during the battle phase. Pack Gotten From: Pack #1 Rarity: Rare ---------- Card 46 ---------- Name: Aird Subtype: Weapon Cost: 1 Requirements: 1 Mech HP: 0 Attack: 5 Attack Type: Homing Card Text: The one card per turn rule does not apply to this card. Only mechs can equip this card. Directly attacks the deck. This card attacks every other battle phase. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 47 ---------- Name: Beam Subtype: Weapon Cost: 1 Requirements: 1 Mech, 1 Blank HP: 0 Attack: 4 Attack Type: Spread Card Text: The one card per turn rule does not apply to this card. Only mechs can equip this card. This card attacks every other battle phase. After one use, this card is discarded. Pack Gotten From: Pack #1 Rarity: Rare ---------- Card 48 ---------- Name: Battle Suit Subtype: Weapon Cost: 1 Requirements: 2 Human HP: 0 Attack: 0 Attack Type: none Card Text: The one card per turn rule does not apply to this card. Only humans and realians can equip this card. Equipped cards take -1 damage from normal attacks during the battle phase. Pack Gotten From: Pack #1 Rarity: Common ---------- Card 49 ---------- Name: Missile Pod Subtype: Weapon Cost: 1 Requirements: 2 Human HP: 0 Attack: 2 Attack Type: Spread Card Text: Only humans and realians can equip this card. After one use, this card is discarded. Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 50 ---------- Name: Handgun Subtype: Weapon Cost: 0 Requirements: 1 Human HP: 0 Attack: 1 Attack Type: Ballistic Card Text: The one card per turn rule does not apply to this card. Only humans and realians can equip this card. Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 51 ---------- Name: Rifle Subtype: Weapon Cost: 1 Requirements: 1 Human HP: 0 Attack: 2 Attack Type: Ballistic Card Text: The one card per turn rule does not apply to this card. Only humans and realians can equip this card. Pack Gotten From: Starter, Pack #1 Rarity: Common ---------- Card 52 ---------- Name: Rocket Subtype: Weapon Cost: 3 Requirements: 1 Human, 1 Blank HP: 0 Attack: 3 Attack Type: Ballistic Card Text: The one card per turn rule does not apply to this card. Only humans and realians can equipt his card. Pack Gotten From: Pack #2 Rarity: Common ---------- Card 53 ---------- Name: Third Armament Subtype: Weapon Cost: 1 Requirements: 2 Human, 1 Mech HP: 0 Attack: 10 Attack Type: Spread Card Text: Exclusively for Lv 10 KOS-MOS. This card can only be played when both KOS-MOS and Shion are on the battlefield. This card attacks every other battle phase. Pack Gotten From: Promo Pack G Rarity: Promo ---------- Card 54 ---------- Name: Eyeglasses Subtype: Weapon Cost: 2 Requirements: 2 Human HP: 0 Attack: 0 Attack Type: Spread Card Text: Only humans and realians can equip this card. Converts attack to spread. After one use, this card is discarded. Pack Gotten From: Pack #1 Rarity: Common ---------- Card 55 ---------- Name: Virgil Subtype: Human Cost: 1 Requirements: 1 Human, 1 Blank HP: 4 Attack: 2 Attack Type: Ballistic Card Text: When this card in on the battlefield you may discard all realians on your battlfield as an event or block phase effect. When you use this ability, 4 damage is dealt to the enemy's deck for every realian. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 56 ---------- Name: Margulis Subtype: Human Cost: 1 Requirements: 1 Human, 1 Blank HP: 4 Attack: 4 Attack Type: Hand Card Text: When the E mark is removed from this card, you can select a situation card to destroy. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 57 ---------- Name: Matthews Subtype: Human Cost: 1 Requirements: 1 Human HP: 5 Attack: 4 Attack Type: Hand Card Text: When this card is on the field, one cost must be paid before the draw phase. When this card is on the battlefield, an addition one cost must be paid. These abilities apply to both players. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 58 ---------- Name: Gaignun Subtype: Human Cost: 1 Requirements: 1 Human, 1 Blank HP: 5 Attack: 4 Attack Type: Hand Card Text: When the E mark is removed from this card, all realians go back into their owner's hands. This applies to both players. Pack Gotten From: Pack #2 Rarity: Uncommon ---------- Card 59 ---------- Name: Testament Subtype: Unknown Cost: 2 Requirements: 1 Human, 1 Gnosis HP: 6 Attack: 5 Attack Type: Hand Card Text: When the E mark is removed from this card, down one enemy card on the battlefield. Pack Gotten From: Promo Pack H Rarity: Promo ---------- Card 60 ---------- Name: Wilhelm Subtype: Human Cost: 1 Requirements: 3 Human HP: 3 Attack: 1 Attack Type: Ballistic Card Text: When this card is destroyed from a normal attack, it destroys the attacking card. Then, 4 damage is dealt to the enemy's deck. Pack Gotten From: Pack #1 Rarity: Rare ---------- Card 61 ---------- Name: Cherenkov Subtype: Human Cost: 1 Requirements: 1 Human HP: 3 Attack: 2 Attack Type: Ballistic Card Text: If destroyed, and the top card in the junk pile is human, realian, or mech, switch places with that card during the adjust phase. The switched card will have 1 HP. Pack Gotten From: Pack #1 Rarity: Uncommon ---------- Card 62 ---------- Name: Tony Subtype: Human Cost: 2 Requirements: 1 Human HP: 3 Attack: 2 Attack Type: Ballistic Card Text: When the E mark is removed from this card, down one enemy card in the standby area. Pack Gotten From: Pack #1 Rarity: Common ---------- Card 63 ---------- Name: Allen Subtype: Human Cost: 2 Requirements: 1 Human, 2 Blank HP: 3 Attack: 2 Attack Type: Ballistic Card Text: When the E mark is removed from this card, move one card on the battlefield back to the standby area. This ability cannot be used if the standby area is full. Pack Gotten From: Pack #1 Rarity: Common ---------- Card 64 ---------- Name: Juli Mizrahi Subtype: Human Cost: 0 Requirements: 1 Human HP: 2 Attack: 1 Attack Type: Ballistic Card Text: When this card is on the battlefield, discard it during the event or block phase to gain ATK+1 on all of your humans during that turn. Pack Gotten From: Pack #2 Rarity: Common ---------- Card 65 ---------- Name: Pellegri Subtype: Human Cost: 0 Requirements: 1 Mech, 1 Human HP: 4 Attack: 1 Attack Type: Hand Card Text: When this card is on the battlefield, discard it during the event or block phase to gain ATK+1 on all of your mechs during that turn. Pack Gotten From: Pack #2 Rarity: Rare ---------- Card 66 ---------- Name: Zohar Emulator Subtype: Mech Cost: 1 Requirements: 1 Human HP: 10 Attack: 0 Attack Type: Hand Card Text: You can only play one of these cards on the field. This card cannot equip weapons. When this card is on the battlefield, discard it during the event or block phase to gain ATK+2 on all your gnosis during that turn. Pack Gotten From: Pack #1 Rarity: Rare I will continue to work on this list as much as I can. It is rather time consuming though so please try to bear with me. ===================================================================== ===================================================================== 4. P R O M O C A R D L I S T I N G ===================================================================== ===================================================================== Here is a list of the locations of every promo card pack in the game. Please note that packs F through P cannot be acquired from the casino until you have beaten the Song of Nephilim. Pack Q cannot be acquired until after you have beaten Proto Dora on the Proto Merkabah. Each pack contains 3 copies of the given card. Pack A - In the playground in Miltia inside the Encephelon. It is under the purple dome structure. MOMO or Jr. Must be your on-screen character to retrieve the pack. Contains Phenomenon Change. Pack B - In the backroom of the Lavare Cleaners in Sector 27 of the Kukai Foundation. It is sitting inside the large open dryer with a small set of stairs leading up to it. Contains Zohar. Pack C - Won from a quiz machine in the A.G.W.S. Shop on Kukai Foundation. The machine is on the far right side. The correct answers for the quiz are: Talk To Me, Professor, Smelly-Looking Purple T-shirt, Holgar, and Luty. Contains Bunnie. Pack D - Near the first Basilisk in the forest of Miltia in the Encephelon there is a patch of destroyable brush. Vaporize it and travel through the hidden tunnel to the chest where Pack D is. Contains Lv 10 KOS-MOS. Pack E - On the streets of Miltia in the Encephelon near the south end you will encounter a group of Kobolds guarding a chest. The chest holds the pack. Contains Lv 10 chaos. Pack F - Can be bought for 1000 coins from the casino. Contains AG-05. Pack G - Can be bought for 1000 coins from the casino. Contains Third Armament. Pack H - Can be bought for 1000 coins from the casino. Contains Testament. Pack I - Can be bought for 1000 coins from the casino. Contains AG-04. Pack J - Can be bought for 1000 coins from the casino. Contains Phase Transition Cannon. Pack K - Can be bought for 1000 coins from the casino. Contains Invoke. Pack L - Can be bought for 1000 coins from the casino. Contains Destiny. Pack M - Can be bought for 1000 coins from the casino. Contains Dammerung. Pack N - Can be bought for 1000 coins from the casino. Contains So Weak!. Pack O - Can be bought for 1000 coins from the casino. Contains Rhine Maiden. Pack P - Can be bought for 1000 coins from the casino. Contains Unknown Armament. Pack Q - Can be bought for 1000 coins from the casino. Contains Proto Dora. The other 2 promo cards, Swimsuit Shion and Swimsuit MOMO, can only be acquired by winning all 5 rounds of a tournament. It can take several tries in order to recieve one or the other, it's random. ===================================================================== ===================================================================== 5. F R E Q U E N T L Y A S K E D Q U E S T I O N S ===================================================================== ===================================================================== Q: Where can I play Xenocard? A: After you have acquired the Card Passport, go to any save point with a blue EVS plate above it and enter the menu. Select items and hit the R1 button. Then select the Card Passport. This is also how you access the other mini-games. ===================================================================== ===================================================================== 6. S T R A T E G Y A N D D E C K L I S T S ===================================================================== ===================================================================== Here is some general strategy to deck building and playing the game. Please email me with your own decklists, card combos, and strategies at kindred_thug@yahoo.com. There are 5 types of creatures and each one has their own strengths and weaknesses. Here are some things to take into consideration when attempting to build a deck based on this type of creature. Humans ----- Strengths- They are relatively well-balanced in cost and their effectiveness. They can have a few useful special effects. They are also used in many other card's requirements. Weaknesses- There aren't many extremely tough or powerful cards. Realians ----- Strengths- They are quick cards to get on the battle field and they can equip weapons humans can. Weaknesses- They don't count toward any requirements except for blank. They also tend to be weak and only have Hand based attacks. Mechs ----- Strengths- These guys are usually pretty powerful in the attack department while also being tough. Some of them have useful special effects and they can count towards some requirements. Weaknesses- They are usually have a high cost and you usually have to have humans in the deck with them. The really powerful Mechs also have high requirements sometimes. Gnosis ----- Strengths- They are usually more powerful than humans and Realians. They also have a nifty sneak attack ability where they replace a battlecard you already have out and can attack right away. Weaknesses- You need to make sacrifices to each gnosis so you have to fill a lot of your deck with cards to sacrifice. Also, the events and situations that use gnosis are different. Unknowns ----- Strengths- They have some very useful special abilities. Weaknesses- There are too few of them. You can't make a deck based on them. Also, they only count towards the blank requirement of other cards. When you are making a deck, try to concentrate on one theme. Make it Humans and Gnosis, or Humans and Mechs, or quick Realians and Humans. Whatever it is, try to stay focused. Don't put cards in that require other cards of a type you have no or few of. If you are going to make a deck centered on 3 of the races, try to not include cards that require more than 1 of any kind of creature as a requirement. And don't just throw in cards that are in general good but may not necessarilly fit the mold of your deck. ===================================================================== ===================================================================== 7. C O N T A C T ===================================================================== ===================================================================== If you want to contact me, you can email me at kindred_thug@yahoo.com If you want to try and reach me directly, my AIM is LimpKoRnBizkit27 but I am not on AIM all that much. Please email me with any submissions, corrections, comments, and criticisms (Please be constructive). ===================================================================== ===================================================================== 8. T H A N K S A N D D I S C L A I M E R ===================================================================== ===================================================================== I would like to thank: Me- For making this guide Sony- For making the PS2 Namco- For publishing Xenosaga Monolith- For developing Xenosaga Brady Games- For making a great strategy guide which has helped me a lot. CJayC- For making and maintaining the awesome GameFAQs site and hosting this FAQ. IGN- For being a good gaming site and also hosting this FAQ. This document has only been permitted by me to be used on GameFAQs and IGN. If you see this guide anywhere else, please email me. This document is copyright Justin Thompson (kindred thug) 2003 all rights reserved and may only be used intact and unmodified with my express written permission.