Control
loading screen:
Use the Analog-stick to move the text on the loading screen.
Hint:
Easy experience:
To get experience early in the game, complete the first two stages (the
starting castle plus the training stage). You should now gain access to the
Apothecary and Blessoon. Go to the Apothecary and talk to Guru. After
speaking with her, Dahl-Nok Valley will become available. Go to Dahl-Nok
Valley and go to the right. There should be bee hives there. Select them to
fight the Giant Bees. To kill them easily, send out your Man Trap. Have it
attack the Bee once, then call it back. Finish off the bee with any desired
character to gain the experience. Note: Bees cannot be captured. Each time
you kill a Bee, you should gain about 100 to 140 experience. After killing
about three Bees, return to the main map then go back and repeat until you
get the desired amount of experience.
After completing Castle Grayl,
talk to Gurd. She will tell you of a mission where you need to collect three
herbs that are guarded by Yetis. Go to the mission and keep to your left.
You will soon find a Yeti. Battle him, Sand Golems help (you can find one in
the Bridge to Saravan), and defeat him with the card you want experience
with. Each Yeti gives 600 experience and is not very hard to defeat. After
defeating the Yeti, abort the level and repeat as many times as needed.
Go to Dahl-Nok Valley (the
level gained after the first two missions are completed and you have heard
Gurd's story). Follow your goal. Destroy all but the last of the bee hives.
The easiest way to kill a Bee is to have at least three Mandagoras and two
SeaMonks. Throw out a Mandagora. Keep away from it, but lure the Bee close
to your trap. If your Mandagora's high-pitched keen hits the Bee it should
kill it, giving the Mandagora 100 experience; or use other cards. Note that
LizardMen do not hurt it much (about 4 damage). Also at the top of the
second plateau are three Cockatrice eggs. Destroy all three eggs to bring
out the two parents. The first egg is in plain sight after you climb the
ladder near on the right. One is near the end of the plateau at the ledge
where the Orc cut down the bridge. The last is to the left at the start of
the second plateau up a dirt hill at the top. After all eggs are broken, a
rock should explode near the middle of the dirt road hill. When you enter
the middle, a battle should start. The two Cockatrice have a lot of power
and can paralyze you. Kill both with any card and get 240 experience. All
the petrified trees (gray fallen trees) will vanish, allowing you to get
some treasure that was previously blocked. Then, abort the mission and you
should have earned 1040 experience in that level. You can attempt this trick
as many times as needed. Note: A rare card called a Blood Bush can be found
in Dahl-Nok Valley but it is difficult to catch.
Hint:
Easy money:
A very easy way to gain money early in the game is to go to Blessoon as soon
as it becomes available. Catching most of the creatures and selling them
will give you more than enough money. The easiest way to get money is to
catch and sell the Rats. You will get about 40 gold per rat sold to the
Apothecary. The most expensive card, the Guro only costs about 210 gold.
Duplicate any desired card then
sell that card for money.
Use Banshees to do the killing
move on any creature and the experience will be doubled. Banshees change
into Mind Flayers at 3000 experience and they sell for 2400 gold. Make many
copies of your Banshees to get a lot of Mind Flayers, and therefore, gold.
Hint:
Early strong or rare cards:
An easy way to get an extremely rare and strong card early is to use
Lizardman. Get him 6000 experience then transform him into the Red Dragon.
The Red Dragon is extremely strong, but may cause you to lose HP early in
the game since you have a inexperienced character. Another rare card to get
early in the game is the Hydra. In order to get the Hyrda, you need to use
your Man Trap and gain sufficient experience to turn it into the Catoblepas.
Next, use the Catoblepas and get sufficient experience (about 2000) and it
can transform into the Hydra.
Hint:
Legendary cards:
There are four legendary cards in the game. To acquire them you need to
complete the game, then return to the Ruh-Arok Temple. Once inside the
Ruh-Arok Temple, find the white and black gem, open the floating stone wall,
but this time go to the left or right, not forward. There are four sealed
rooms, each bearing the color of an attribute: Fire-Water, Wood-Ground (Red,
Blue, Green, and Gray). To open the doors, you have to have a certain card.
To open the Fire door, you need a Demon Fox card. It can be purchased at the
Apothecary. Put it in your deck and try to open the Fire door. To open the
Water door, put a Kraken card in your deck and try to open the Water door.
If the "Mysterious Voice" approves your strength, then the door
will open. Enter, approach the candle altar, and press A. You will
exit the stage and return to the world map. A new stage will be there. When
you enter, you must complete some sort of test such as flicking switches or
defeating enemies to advance. Eventually, you get to the Boss. Defeat him
and you will get his card. One of the cards is the Blue Dragon. It is found
in the Water stage. It restores all used and disposed cards and heals
Summoner to full health. Another is the White Tiger. It is found in the Wood
stage. It is one of the most powerful summoned cards and deals immense
damage. Note: Use the God of Destruction card on the Boss and attack him
quickly with any monster without getting hit yourself; or heal yourself
first with a card, then attack. The Golden Phoenix card can be found in the
Fire stage. It makes you invulnerable as long as it is in the field.
There are four doors in the
Ruh-Arok Temple; Water, Fire, Wood, and Earth. Once you have twenty cards of
one of those types, talk to the door and it should let you in and take you
to another level. Go in, complete it, and fight the Boss. The Boss of the
Water Temple is a Kraken. The Boss of the Fire Temple is a Demon Fox, The
Bosses of the Earth Temple are two Sphinx and the Great Turtle. The Boss of
the Wood Temple is the White Tiger. When you complete each level, you will
get one of the legendary cards: White Tiger, Great Turtle, Blue Dragon, and
Golden Phoenix.
Hint:
Capturing enemies in a card:
If you see a powerful enemy that you like, get its life down to about 2 or 3
then hold L and either A, B, Y, or X to
capture it in a card. Note: Use a weaker card so you do not waste any good
ones.
Hint:
God of Destruction card warning: If you use the God of Destruction card with cards in your deck,
it will destroy them and take your heath down to 1, even if you have the
correct amount of stones.
When you use the God of
Destruction card, make sure you also have a healing card in your hand.
Immediately after using the God of Destruction card and your HP drops down
to 1, quickly use the healing card, such as Blue Dragon.
Hint:
Doppelganger card warning:
The Doppelganger can kill you if you touch it.
Hint:
Rare Dragon cards:
To get the good Dragon cards, get a Dragoniod at 4,000 experience points.
There will be a Black Dragon Zombie Dragon and a Red Dragon of your choice
to get.
Hint:
Extra cards:
In Castle Wyht, turn right at the start and continue on the path. Eventually
you will find an injured soldier who will give you the Running Bird card.
Abort and talk to him again. He will give you a different card. Keep
aborting after you get the card and he should stay there, and allow you to
get a large number of cards that you can keep or sell.
In the training stage with Gurd
after you leave your castle, you will find an old broken down stagecoach
along the path. A battle will take place here. During the battle, destroy
the stagecoach and there will be a card underneath it.
Go to Bernden Field. In the
second field, check the bodies of dead soldiers for cards.
Hint:
Unlimited use of a card:
Take a very powerful summon card, such as a Red Dragon or a White Tiger. Put
it in a small deck including two or three copies of the card, and four Sea
Monks. Go to a difficult level. Use the card, restore it with a Sea Monk,
then use it again, then use another Sea Monk. It should restore the Sea Monk
you already used and the powerful card. This allows you to use the same card
repeatedly, even if you only have one of it.
You can actually complete the
game with a five card deck. Equip yourself with two Mind Flayers, one Water
Bird, and two Attack cards (such as Dragonoids). When you go into battle,
use the attack cards until you run out. Then, use a Mind Flayer and the
Attack cards will be back. Use them again until you run out, then use the
second Mind Flayer. The first Mind Flayer will also return, along with the
Attack cards. Use the Water Bird when your health is low; as it will return
with the use of a Mind Flayer. Dragonoids are recommended because at 2000
experience it can be a Zombie dragon, and at 4000 experience a Red Dragon or
Black Dragon.
Put two or more Blue Dragons in
your deck. If you use a Blue Dragon then use the other Blue Dragon, it
should restore the original Blue Dragon card. This also works with Sea
Monks.
Get at least two Mind Flayers
and some Sea Monks, or any other card that brings back used cards. When you
use up a very good card, use a Sea Monk or a Rheebus to bring it back. As
long as you have Sea Monks, Mind Flayers, or Rheebuses, you will have your
strong deck last for a long time. Note: This may be difficult if all you
have are Sea Monks, Mind Flayers, or Rheebuses that you can use at the time.
Hint:
Master the Cards:
To become one with your cards, you must learn to throw and control. To throw
a card farther than normal, hold A, B, X, or Y
for the independent cards or hold L + any of the buttons that
activates the card you want to throw (also called a capture throw).To always
catch a fast moving monster, you must first execute a capture throw (L+
any button), hold the button to make it go farther, and use the Control-stick
to direct your card in the desired direction. Note: The card that caught the
wild monster will receive experience.
Hint:
Duplicate cards: This trick requires two memory cards and controllers. Save a file
(the one you want to keep) on a memory card. Next, on a second memory card,
create a file that is temporary. Get considerably far or as far as you would
like. When you get a card you really like and you cannot get more of them
because of lack of experience, copy your file that you want to keep on the
first memory card as many times as desired. Then, go to two player mode.
Place your first copied file as player one and the temporary file (on the
second memory card) as player two. Bet the cards you want to copy from
player one, then lose the match. Switch to the file that is (non-copied on
the first memory card) and have player two bet the cards that they just won.
Win the match for player one. Repeat this as many times as desired. To copy
a file, go to single player and save under open slots.
Assume you have a Red Dragon
card that is to be duplicated. First, in your main game (with the Red
Dragon), save it in two separate files (hereafter know as 1A and 1B). Then,
start a new game, and name the character with a different name than in 1A
and 1B. Save it in a separate file (known as 2). Start a multi-player game.
For player one, load save 1B. For player two, load save 2. Bet the Red
Dragon in player 1B's possession. Then, have player 1B intentionally lose to
player two, so that player two gets the Red Dragon Card. Then, start a new
multi-player game and have player one load save 1A and player two load save
2. Then, have player two bet the Red Dragon card. Have player two
intentionally lose to player 1A, so that player 1A wins the Red Dragon. Now,
go to one player mode and load save 1A. Player 1A now has the Red Dragon
card. To do this trick multiple times, while in one player mode have player
1A save the game in save slots 1A and 1B. Now, player 1B has the card as
well. You can repeat this as many times as needed. Note: The Red Dragon is
transformed from a Lizardman or a Red Lizard after getting 6000 experience
points.
Use the following steps to copy
cards without two memory cards. To copy a desired card, put it into your
current deck. Then, copy that deck. Note: You must write down all of the
cards in your current deck. Once done, that take all of the cards out of
your copied deck except for the card that you wanted in your current deck.
Then, delete your current deck. Next, go to the deck with only one card in
it. Take the list of your current deck and add them into the deck that had
only one card. You will now have a copied card without having to get any
experience.
Hint:
Getting the second rune: Send out a few independent cards to take out any summoned
monsters of hers. Caterpoker works well against most of her independents.
Then, use Red Lizards and Lizard Man to attack her. She will often use
Lycanthrope, which is easily dodged. For other close counterattacks, she
will use Dark Raven and Lizard Man. However, unlike you, she can backflip
out of the way of most attacks. You mainly only have to worry about
Lycanthrope. Run back away from her when she summons it.
Hint:
Defeating the Puppet Master: When fighting the puppet master (second Boss), make sure you have
at least three Caterpokers in your deck. Use any fire weapon or summon
cards. Use them on the two Caterpokers that are attacking you. Chimera can
take them out with single hits. Then, if you have any available, send a
Caterpoker out to distract the Puppet Master. Get close and use summon cards
(such as Sand Worm, Bird Man, and The Elephant). Also, weapon cards work
extremely well against the Puppet Master. He moves slowly and there are many
obstacles. You can easily win this battle without taking a single hit.
Hint:
Easy win: Each card has an attribute, such as "Wood" or
"Water". By doing the following you will have an easier time in a
battle. Earth is stronger than Water, Water is stronger than Fire, Fire is
stronger than Wood, Wood is stronger than Earth, and Neutral is evenly
balanced with every type.
Hint:
Freeze opponent: Use a Gold Butterfly and a Running Bird at the same time to make
the your opponent and opponent's monster's to freeze. The time that the
opponent freezes goes by quickly, so take advantage of the situation. For
example, freeze the opponent, then use Doppleganger next to it.
Hint:
Get to Dahl-Nok: When you complete Blessoon, you can go talk to Gurd at the
Apothecary. She will tell you of a place with giant bees. You must eliminate
them in Dahl-Nok Valley to complete the level.
Hint:
Tomb stone combination: In the Burial Ground, the tombstone combination is
"A,C,B,D" as follows.
IIIIIIIIIIIIIIIIIIIIIIIIIII (gate)
a> # #<b
c> # #<d
In the Burial Grounds, the tomb
stone combination is: Yellow, Green, White, Red.
Hint:
Faeries: In some levels there are blue things that resemble comets with a
tail that fly around. They are called "Faeries" and they usually
initiate a battle. However, sometimes there are special ones that make your
health 100/100. However, both types look alike.
If you are low on cards or just
like to get items, follow the Blue Faeries. Follow, and do not catch them.
Almost always, they will lead you to a treasure chest, hidden switches, or
sometimes your objective.
Go to the Hupon-Jen
level(unlocked after you get twenty Forest cards and go to the green altar
in the Ruh~Arok temple) and go through each area. A gate should close behind
you in every field and a battle will start. After a battle you will not
fight anymore until you get to another plain with a gate. In each plain are
returning Blue Faeries. You can keep catching them until all your cards and
HP are restored. They will no longer give you any battles and there will be
no enemies roaming around. You will not have any trouble except in the arena
plains.
In most levels, you will see
strange, blue creatures flying around with sparkles trailing behind them.
These are called Blue Faeries, which are special creatures that do different
things if you run into one. When you touch a Blue Faerie, you will either
get full health restored, full magic stones restored, get one random card
returned to your deck, or enter a battle. These will appear and disappear at
random however, and can be hard to catch. Try not to waste time chasing them
down, unless you are far from a deck point.
Hint:
Easy Mind Flayers: Go to Dahl-Nok Valley with as many Banshees as desired. Defeat
the Giant Bees with Banshees. It only takes one hit to kill a bee. Because
of this, use one card for two bees. When a Banshee does a finishing blow, it
doubles the experience. You will get 200 experience points per bee.
Hint:
Powerful character: Use the duplication trick to make about four Blue Dragons. Then,
get about three of a powerful summon card. When you get into a battle (this
is a good way to defeat the God of Destruction), send out the summoned
creature. It is probably best to use a Black Dragon if possible because it
shares your health for the most part. If you use a Black Dragon, only use
one to avoid losing health in big groups. When you lose a little health, use
a Blue Dragon to heal you and your Black Dragon. This also brings back all
your other cards that you have lost. This way you actually do not need magic
stones. Note: Black Dragons do not have 300 health -- use a Blue Dragon
after your are hurt only about 50 to 75.
Hint:
Staying alive: To stay alive in any level, get many Faries and Mind Flayers
and/or Sea Monks. If you do not have a lot of room in your deck, swap some
weapons with these cards.
Hint:
Recommended deck: The following deck works extremely well in two player versus
games.
Note: You must first complete
the game and get the God Of Destruction card. First, make the deck so that
it is never ending by adding two Mind Flayers. Add one healing card, such as
Water Bird and for the two attack cards use God Of Destruction and either
Dark Raven and Banshee. These are cards that are good far ranged. Use the
God Of Destruction immediately when the battle begins. Then, use the Water
Bird as fast as you can. Once you do this, your opponents will have 1 HP and
you have full HP. Use a Dark Raven or Banshee to kill them with one hit.
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