Developous Posted May 10, 2007 Report Share Posted May 10, 2007 Feel free to comment. These are the currently known lands: Kaishal Plains Field: Warriors, Fiends, and Winged Beast Monsters gain 300 attack and defense. Monsters equipped with a gas mask gain 700 attack and defense, and cannot be targeted by a monster's effects here. Rating: 3/10 difficulty-BOTH. Apparently, this is a good place to begin your adventures. It appears that it may lead to some nice areas. Prizes here: Reaver Swamp Field: Monsters without a gas mask, except fiends, zombies, machines, sea-serpents, and serpent warriors have their efects negated. Neither player may use traps, either. Entry By: Kaishal Plains, Tibaras River Rating: 4/10 entry. 7/10 earning cards. Prizes here: Tibaras River Field: Serpent warriors, Sea Serpents, and Warriors have +300 attack and defense. Rating: 1/10 difficulty-entry. 9/10 for claiming card. This is reported to have a passive master. This place is hardly worth it, unless you want to cross a vast ocean (it's difficult, and long). Prizes here: Duprax Mountains Field: Dragons, Dinosaurs, and Reptiles have +300 attack and +400 defense. Machines cannot be targeted by traps Rating: 4/10 Entry. ??? For claiming card. Apprently, this area has a few of the more minor cards, but still useful. Prizes here: Hayabusa Knight, Axe of Despair, Black Stego Tolndatch caves Field: Fiends, Beasts, and dragons gain +400 attack and defense. You cannot use winged beasts, sea serpents, and serpent warriors here. Entry from: Kaishal Plains, Duprax Mountains Rating: 4/10 Entry. The caves lead to a special town, or head back to the community the hard way. It's long and tedious to head back that way, but the cards may prove useful, especially the miners and gem beasts. Prizes here: Dragged down to the grave, Impace Mountains Field: No water and wind monster may be played here. Magics and traps are destroyed on the 3rd standby phase after they have been activated. Entry By: Duprax Mountains, Tibaras River Rating: 7/10 Entry. Rather cold. Even if you can play a monster, the area is still a tricky challenge just due to the field type. Prizes here: Heavy Storm, Abandoned Lab Field: This place is treated as hyperbolic chamber. Monsters without oxy counters cannot attack and use their effects. They begin with 1 oxy counter. Entry By: Inpace mountain, Requires gasmask key. Rating: 7/10 Entry. The only reason this place is so hard is due to the field effect. The entry guardians are rather weak, if you can beat them. Prizes here: Kesselton Field: Warrior, Spellcasters, and Rebels have +300 attack and defense. When you begin a duel, replace one of your startup cards with a magic or trap of your choice. Rating: 4/10 Entry. The cards in this place are VERY useful, and there's many sections to this community. Whatever you do, don't leave this town without earning the coveted pot of avaraice. Then again, those pesky rebels are a serious nuissance. Prizes here: Rulings: Market square and rebel suppler are limited to 1. Speed up is limited to 2. Upper Kesselton Field: Warrior, Spellcasters, and Rebels have +300 attack and defense. When you begin a duel, replace one of your startup cards with a magic or trap of your choice. Entry from: Kesselton, Tolndatch caves V4B Rating: 4/10 Entry. Mysterious happenings here... many of the locals seem to shy away from the haunted mansion and clocktower prison... Prizes: Left Arm of exodia, Card Trader, Nobleman of crossout. Haunted mansion Field: Zombies and machines gain 400 attack and defense. When a zombie is attacked, flip a coin. If tails, that attack is negated. Entry from: Upper Kesselton Rating: 7/10 Entry for beginners. There seems to be a few important treasures within this building, especially deep within. Prizes: Reaper of the cards, Soul exchange, Zombie Rulings: Limit 1, ONLY good in haunted mansion. Haunted mansion V2 Field: Zombies and machines gain 400 attack and defense. When a zombie is attacked, flip a coin. If tails, that attack is negated. Entry from: Haunted Mansion Rating: 7/10 Entry for beginners. *snicker snicker* it would seem the ghosts here are quite nasty. Come prepared. Prizes: Patrician of darkness, Spirit Reaper, Pyramid Turtle Sanuvian Desert Field: Dark Scorpions and Machine type forces gain +400 attack and defense. Rating: 4/10 Entry. Well, these units may prove rather useful. A few dark scorpions, and the infamous cyber dragon. It's a good place to build up a dark scorpion deck! Prizes here: Dark Scorpion - Chick The Yellow, Dark Scorpion - Meanae The Thorn, Cyber Dragon Link to comment Share on other sites More sharing options...
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