Andere Lösungen

Lost Kingdoms (e)

Cover
===============================
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