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walktrough over the nexus
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  \¯¯¯¯/ \¯¯¯¯/ /¯¯¯¯'¯¯/ )¯\_/¯''¯\_/¯( World Championship 2011: ¯\ ( ) /¯ / ,'¯\_/¯ /¯\ \ /¯¯\ /| OVER THE NEXUS  \ \ / / ( ( \_/ ) ( ) ( { FAQ/Walkthrough by \ / _ | | ___ | | | | ( Shotgunnova (P. Summers) ) (¯) ( ) | ( ( ) ( ( ) ) '. | | | | | | | ,'¯¯\ ) ( \ \ / /| \ For hosting permission and | ( (_) ) | ( \/\ ( | | \ \/ / ) (¯\ \ all that jazz, check bottom __| [\___/ ( (_____) )|_| \ / |_| ) ) of the guide. Thankee-sai! \_____/ \_____,_/ \/ /_/ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Duel Board ....................................................... DLBR How to Play ...................................................... HWTP Types of Cards ................................................... CRDS Types of Summons ................................................. SMNS Turbo Duels ...................................................... TRBD Duel Minigame .................................................... DLMN Tips N' Tricks ................................................... TPST III. WALKTHROUGH (CHAPTERS) . . . . . . . . . . . . . . . . . . . . . . WLKT 01) ~The Beginning~ The Frontier Lands, Crash Town ............... WK01 02) ~The Encounter~ Team Satisfaction ............................ WK02 03) ~The Turning Point~ Just Me and My Duel Runner ............... WK03 04) ~Completion~ New Friends, New Partnerships ................... WK04 05) ~Going Home~ Memories Long Past and a Hand of Hope ........... WK05 06) ~Changes~ Preparing for the Tournament and a Looming Shadow .. WK06 07) ~To the Future~ State of the WRGP and the World .............. WK07 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Banlist .......................................................... BNLS Duel Bonuses ..................................................... DLBN NPC Duel Rewards ................................................. NPCD Pack List ........................................................ PCKL Sidequests ....................................................... SDQS Structure Deck List .............................................. STRC Unlockables ...................................................... UNLC V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯I. CONTROLS [CNTR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ __________________________ | ______________ | D-PAD : Navigating menus, moving around| ||¯¯¯¯¯¯¯¯¯¯¯¯|| | START : ---| || TOP || | SELECT: Toggle cards' Sets to manual (in-duel)| || SCREEN || | X-BTTN: Opens main menu| ''' || || ''' | Y-BTTN: ---| ''' ||____________|| ''' | A-BTTN: Action button for menus, speaking, etc.|_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _| B-BTTN: Cancel button for menus| ______________ | L-SHLD: Use boosters (during duel runner trials)| ||¯¯¯¯¯¯¯¯¯¯¯¯|| | R-SHLD: Use boosters (during duel runner trials)  | | || BOTTOM || X || -+- || SCREEN || Y A | The stylus can also double as the A-button for| | || || B | most purposes. There's no option to change the| ||____________||Start| controller config beyond what's listed, though,| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯Select| unfortunately. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯II. TH' BASICS [THBS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯DUEL BOARD [DLBR]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Monster Zones | .-----'-----. Graveyard Field Spell-._ _ _ _ _ _ _/ _  Zone |_| |_||_||_||_||_| |_||_| _ _ _ _ _ _ _ \ |_| |_||_||_||_||_| |_| Banished Zone / \ Extra Deck '-----.-----' Deck | Spell/Trap Zones Each card duel will take place on its own field, with each player having zones as shown above. An overview: BANISHED ZONE --: a.k.a. the Removed from Play Zone. Cards that are banished (removed from play) by card effects are placed here face-up, unless otherwise noted, such as with Different Dimension Capsule. DECK -----------: This is where one's library of cards is kept. All cards're face-down, unless otherwise noted. EXTRA DECK -----: a.k.a. the Fusion Deck. Synchro and Fusion Monsters are kept here instead of in the main deck (limit: 15 slots). Xyz Monsters (not found in this particular game) are to be kept here as well. All cards are face-down. FIELD SPELL ZONE: A special zone for field spells, such as Necrovalley or Zombie World. A face-up field spell affects the entire board; when a new field spell is played face-up, the old face-up one (if applicable) is destroyed. In Turbo Duels, the Field Spell is automatically set to Speed World 2 -- it cannot be destroyed and new field spells cannot be played. GRAVEYARD ------: Spells, Traps and Monsters that are destroyed, discarded, or used up are sent here face-up, with the newest card at the top. MONSTER ZONES --: Monsters that are Summoned or Set are placed here, either in face-up Attack/Defense Position, or face-down Defense Position. There's five total. SPELL/TRAP ZONES: Spells/Traps that are used or Set are placed here, with 5 total slots. If one wants to play such a card from the hand, there must be an unoccupied slot to do so.  HOW TO PLAY [HWTP]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I'll just give the gist of things for the uninitiated. Those who want some full in-depth coverage can actually just check the game's tutorial, which is pretty useful for anyone looking to learn the rules or just brush up on the basics. --- Both players start with 8000 life points (LP) and five cards from their deck. The most common objective to winning a duel is reducing an opponent's LP to 0 by dealing battle damage (attacking with monster cards), although there are some instant win conditions available, such as the effect of Final Countdown  or collecting all 5 Exodia pieces in one's hand. Each turn, a player is alloted one (1) Normal Summon and any number of Special Summons. A Normal Summon takes place when a monster in the Hand is summoned in face-up Attack Position. A Normal Set is putting a monster from the hand in face-down Defense Position, and counts towards the Normal Summon quota. A Special Summon is pretty much any other type of summon, including Fusion, Ritual, and commonly, Synchro Summons. 1) Draw Phase: cards are drawn here 2) Standby Phase: generally applies to cards' maintenance costs 3) Main Phase 1: Can Normal Summon and use cards in hand/field/etc. 4) Battle Phase: Use own cards to attack 5) Main Phase 2: Like Main Phase 1, but used to prepare for next turn, mostly 6) End Phase: the turn is ending (applies to some card effects, too). Each phase happens once per turn, in the given order. Some even have stipulations, like Main Phase 2 -- it can't occur without Main Phase 1 first occuring. Some cards can make a player skip/end phases, typically the Battle Phase (where a majority of the action happens). The Battle Phase is one of the most important phases. Here, monsters can attack to destroy the opponent's monsters. If one launches an attack while the opponent controls no monsters, it's considered a direct attack -- a free assault on one's LP. [Some monsters can attack directly innately, too.] Each monster card has an ATK and DEF value. The ATK is the strength of the card, while the DEF is the card's damage threshold while in defense position. Example: Thunder King Rai-Oh (1900 ATK) attacks an attack-position Kunoichi (1800 ATK); this destroys Kunoichi since its ATK is lower. Now, let's say Thunder King Rai-Oh attacks a defense position Obsidian Dragon (2100 DEF). Since Rai-Oh's ATK is lower, it can't defeat Obsidian Dragon, and the attacking card's owner actually incurs damage equal to the difference in ATK and DEF -- in this case, 200 damage (2100 DEF - 1900 ATK = 200). If an attack goes through, it's considered to be damage calculation . Card effects come into play as well. If Rai-Oh attacks an attack position Black Stego (1200 ATK), Black Stego's effect switches it to defense position (2000 ATK) before damage calculation. Again, Rai-Oh's controller would suffer battle damage. Some cards can destroy monsters with their own effect rather than deal damage. Example: Ninja Grandmaster Sasuke attacks Black Stego in face-up defense position. Sasuke's ATK (1800) is lower, but using its effect, Black Stego is destroyed anyway. Other monsters have ways of defeating face-up and face-down monsters immediately, such as Ally of Justice Catastor and Search Striker, respectively. Some monsters deal piercing damage. For example: Spear Dragon (1900 ATK) attacks a defense position Marshmallon (300   DEF). Marshmallon's effect won't let it be destroyed by battle, but Spear Dragon still deals damage since it's ATK is higher than the opponent's DEF (1900 ATK - 300 DEF = 1600 damage). This all sound confusing? The tutorial and first-hand experience can soon change that. It's not all so frustrating or difficult once it's had time to sink in.TYPES OF CARDS [CRDS]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Essentially, there's three types of cards one can put in their deck. MONSTER: Monster cards are placed in the monster zones. They contain ATK and DEF values, and fight during the Battle Phase. These cards come in many colors: yellow (Normal), orange (Effect), blue (Ritual), white (Synchro), and Fusion (Purple). When Exceed/Xyz monsters come out, they'll have a black background. SPELL -: These are colored green and come in three types: Normal, Continuous, and Quickplay. Normal and Continuous Spells can be Set and activated in the same turn; Quickplay Spells can't. Spells carry effects that can destroy monsters, increase ATK or DEF, or even give supplemental effects. Since they can be played instantly (almost always), they have a large role in the game. Two other kinds of Spells: Ritual Spells are used to summon Ritual Monsters, and Equip Spells are equipped to face-up monsters and remain on the field like Continuous Spells. TRAP --: These are colored red and are placed in the Spell/Trap zone beneath the monster zones. Traps carry many of the same roles as spells, but are meant for anticipatory play -- that is, trapping the opponent. Example: if the opponent summons a monster, you can use Solemn Warning to negate that summon and destroy the monster. Sucks for them! Unlike Spells, Traps cannot be used in the turn they are Set, and there are few circumstances that break this rule. There's also such a thing as a trap monster -- when activated, the trap can be Special Summoned to a monster zone and used in battle. However, a trap monster wastes a Spell/Trap zone while summoned, and being treated as a monster AND trap means its susceptibilities increase, too. Additionally, there are Counter Traps meant to specifically counter certain situations. Counter Traps are the fastest cards in the game, meaning other cards cannot be chained to them (except other Counter Traps).TYPES OF SUMMONS [SMMN]¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's a little rundown on types of summons.    NORMAL SUMMON: A normal summon occurs when a player summons a monster from the hand in face-up Attack Position, generally during the Main Phase 1 or 2. One can also Set a card -- i.e. place it in face-down defense position -- instead. Only one of these can be used per turn by default. Whether or not a monster can be Set is specified in the card text. Example: Rare Metal Dragon cannot be Normal Summoned or Set, even though it's a Level 4 card; this is done to offset its high ATK (2400!).    TRIBUTE SUMMON: [This is also considered a normal summon.] Some monsters' levels are high enough that they can't be summoned without first tributing -- or sacrificing one's monsters already on the field. Tribute summons can be done in face-up Attack Position or in face-down defense position (called
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