-=[+ LOST KINGDOMS +]=- v1.0 F.A.Q. by Dark-Talon [Dark-Talon@adelphia.net] June 5, 2002 Basically, I wrote this F.A.Q. because I realized just how annoying it was to have to experiment with each card to figure out what it transformed into. So, the intention of this F.A.Q. is to get you every card as soon as humanly possible in the most painless fashion Yes, I know that "Beelzabub" and "Decoy Piller" are misspelled, but don't blame me, blame Activision. I left them as they were so they could be searched for by their "proper" name. Okay, to use this guide, you can either read straight through, or search for something specific. With other guides, I noticed that searching for a card often took quite a while, as it would cycle through any instance of the card name. To circumvent this, the actual card list contains the names in brackets. For example, to find Mind Flayer, search for [Mind Flayer]. Also, if you know the number of the card, you can find it that way as well in the format used within the game (001-105). What's different about this guide is that first, it's not a walkthrough to beat the game; it's to obtain all the cards quickly. And while I have a list of all of the cards in the game (although I did not include spoilers of cards that you obtain as you progress later into the game), I have not listed any unnecessary information such as the card profile or certain details about the cards. What I have provided is what I believe is the first F.A.Q. to list both what cards transform into and transform *from*, which is highly useful when determining the easiest path to obtaining each card. ================================== ======[ Contents ]====== ================================== I. Updates II. Controls III. Card Types IV. Gameplay Tips V. Walkthrough VI. Card List VII. Credits, etc. ================================= ======[ I. Updates ]====== ================================= June 5, 2002 Started F.A.Q. June 14, 2002 v1.0 - Got off my ass and finished up the meticulous "Transformed From" values in the card list, not to mention remembering to submit the F.A.Q. ================================= ======[ II. Controls ]====== ================================= The controls are pretty basic, but if you didn't get an instruction guide (like me), this may be helpful. Analog control/D-Pad - Move character C-Stick - Change camera angle Start - Open Menu L - Hold and press A, B, Y, or X to attempt to *Capture* R - Hold and press A, B, Y, or X to *Discard* Z - No function A - *Use* card in corresponding location [bottom] B - *Use* card in corresponding location [left] Y - *Use* card in corresponding location [top] X - *Use* card in corresponding location [right] Use: Will activate card in corresponding position. Summoned and Weapon cards will always execute where you stand, but other cards can be guided by holding the corresponding button and steering with the analog or D- Pad until it lands. Different card types will behave in different ways. Refer to the *Card Types* section for more information. Capture: Works similarly to guiding a card as you have to hold the corresponding button until it reaches its mark, except that if it hits the ground, it will do nothing. Upon striking a creature, it will damage it some. If it deals enough damage, you may capture that creature (some creatures are special and cannot be captured. Bosses and fixed battle creatures are examples of creatures that cannot be captured). Don't be wary of capturing! You don't permanently lose the card that you capture with, it's only gone for the duration of the mission, or until you restore your cards. Besides the benefit of getting the card for free, you can add the captured card into your deck at a Deck Point during the same mission. Discard: Discarding can sometimes be helpful when you get rid of a card that you don't want to use, or don't need, whatever the reason may be. The card is only gone for the duration of that battle, or until you restore it. Discarding is helpful generally in situations where you have all of your cards in your deck available to you and your only cards in hand are healing or restoration cards. Since they are available again after the battle, or after restored by another card, it doesn't hurt to discard if you're careful and have other restoration cards to use. ================================= ======[ III. Card Types ]====== ================================= There are three main card types: Independent, Weapon, and Summoned. Independent also has two sub-types: Trap and Spin Card. Independent, Trap, and Spin Cards all behave similarly, in that as you cast them, you can guide them to get them into optimum positioning. Weapon and Summoned cards behave similarly only because they are both executed where you stand (i.e. it's not possible to guide where it will go, besides which direction you're facing), although Weapon cards tend to leave you more open to attack, since you have to be somewhat close to attack and casting them freezes you for a moment. Summoned cards avoid this because Katia transforms into the card and is temporarily invulnerable. Below is a more detailed description of each card type. As with everything else, there are some exceptions. *Independent* [icon looks like a yellow joystick.. maybe..] Independent cards serve can one of two functions when used. They either roam around and attack creatures, or they may perform various functions such as boost other cards, poison enemies, or sap the life out of everything. One of the most useful functions is that of distraction (i.e. meatbag). Independent cards will lose life at varying rates while in combat, so keep an eye on them. *Weapon* [sword icon] Weapon cards are for the most part pretty straightforward. When used, a ghost-image of the card will appear over Katia and attack directly in front of her. The range varies from card to card and many weapon cards have multiple (as many as four, I think) charges. *Summoned* [red dragon icon] Summoned cards have a variety of functions. Most attack, some heal, some return lost cards, some heal *and* return lost cards, and a select few have strange *special* uses. Like weapons, attacking summoned cards vary in range. Also note that each element has a card that only hurts creatures of the type it is strong against. *Trap* [Yellow joystick thing?] Most trap cards perform the same function. They lay in wait until an unsuspecting creature stumbles upon it, then they make their move. A trap will deal its damage, then expire. There are also a few traps that will perform a special attack when three of that trap are on the battlefield. *Spin Card* [Whatever the hell that yellow thing is] There's not much to say about this type of card, as there are only three of them. I must admit that the Juggernaut amuses the hell out of me, though--especially the copy animation (think Ghost Rider). Anywayyy, they simply rotate around Katia, damaging any enemies it collides with. If you walk close enough to an enemy, you can force the Spin Card to collide much more often, even shove the enemy around. The downside to Spin cards is that they quickly drain life in combat and their effects are limited, especially since two of the three are earth and the other is wood. Apparently I lied when I said there's not much to say about Spin Cards. "Look at 'em spin! Whee!" Note: If you've said anything similar to that while playing, you have two options: 1) If someone heard you say it, get yourself another Pepsi and keep playing. 2) If you're the only one in the room, turn off your GameCube and get some sleep--possibly check your medication. ================================= ======[ IV. Gameplay Tips ]====== ================================= 1. Remember elemental weaknesses! If you pair up the strong element vs. the weak element, you will definitely have more of an advantage in battle. This isn't totally necessary, but it will help. To help you remember elemental strengths and weaknesses, there is even a little diagram in the upper-left corner of the screen. Read it clockwise: Earth > Water > Fire > Wood > Earth If you didn't get that, Earth beats Water, Water beats Fire, Fire beats Wood, Wood beats Earth. Also, consider taking a basic math class. 2. Personally, I think this is more important than the first tip, but I didn't want to downplay the importance of the elemental theme of the game. Anyway, I suppose this is a couple of tips wrapped into one. First off, deck size is really important. You can have a maximum of 30 cards, but if you're familiar with Magic: The Gathering (or, if you have any amount of common sense), you know that fewer cards means you're more likely to get the cards you want. You may think that fewer cards means you're more likely to lose due to running out of cards, but there's a virtually fail-proof method to having a deck of eight or so cards, getting every card you need, and not running out--ever. This is basically the backbone of the strategy that I will provide in acquiring every single card in the Walkthrough section. There are a small number of cards at your disposal that have the spectacular ability to return cards that you have already used--four, to be exact. Sea Monk, Rheebus, Unicorn, and Mind Flayer. Now lets take a look at what exactly each one does. Unicorn Required Stones: 6 Returns 1-5 used/discarded cards and restores 50% health. Sea Monk Required Stones: 8 Returns 1-5 used/discarded cards. Rheebus Required Stones: 3 Returns 1-2 used/discarded cards and restores 30% health. Mind Flayer Required Stones: 18 Returns 5-10 used/discarded cards. As you can see, the Mind Flayer would generally return every card used in a small deck of 8 or so, but it's also sort of overkill, not to mention it costs a small fortune to play. Clearly, the most practical card to use is the Unicorn. It both heals half of your life (and often will heal your cards' HP, too) and returns 1-5 cards for less than Sea Monk, which returns the same amount of cards, yet does not heal. I presume it's the effort of making a Unicorn that brings down the cost--a very helpful feature. In the Card Walkthrough section, I will go into more detail on how to effectively use these cards to rapidly gain experience for other cards. 3. While I praised the Unicorn for its decreased cost in the previous tip, this tip is that stone cost doesn't really matter. While it's nice to have powerful, low cost cards, I find that on a regular basis (each battle), I exhaust my stones and burn through HP to cast cards without any stones. I find that it's usually not a problem when using a deck with multiple Unicorns and a Water Bird (which are both a key component in the experience deck), *except* that you need stones in order to attempt a Capture Throw, which in my opinion is necessary to gain experience with non-attacking creatures that aren't often used. 4. If you are going to transform a creature, either make sure you have at least two, or that you can easily transform another creature into the one you've used. Basically, just make sure that you're getting the new creature the easiest way possible, which is what this F.A.Q. is all about. 5. While you're casting a card, you're invincible, even while guiding the card to a place to land. Use this to your advantage if you're going to get hit. Unfortunately, while you're standing still casting, enemies are still drawn to you, and in the case of certain creatures, the moment you come out of the casting animation, you will take damage, and even die, if your HP is low enough. This is a good reason to be cautious when using a card you don't have the required stones available to use. 6. Playing straight through the game is no way to build a respectable collection of cards. While it's true that a lot of the cards can be obtained by playing straight through, you get them much sooner if you transform, and some cards can only be obtained through transformation. It's necessary to abort a mission, use any experience collected, and go back for more. You don't lose anything for aborting missions, so feel free to do so. 7. When a creature dies to poison, no one gets experience for the kill. This means that creatures like the Hydra can't get experience (a reasonable amount, at least) on their own. 8. Unfortunately, capturing creatures instead of killing them can result in a lower rating upon completing a mission, which means less chance of getting the rare cards that would save you some time had you gotten them from the Level Bonus. 9. After a while, I began to wonder what exactly made my non-attacking creatures gain experience. At first, I thought it could be related to the amount of times cast, but no.. way off. Then, I thought maybe you only got experience for casting it once per battle, but I realized that my cards that didn't even get put out got experience. I was searching for a number to relate this to, and I realized that the stones that you collect during the battle are the experience they gain. I don't know whether or not this information is in the instruction booklet, because I rented the game, so don't laugh and say it was obvious. I figure someone else might benefit from knowing this, too. Anyway, since these types of cards (e.g. healing and effect cards) are less able to gain experience on their own, there are a few things that you can do. First, my favorite method (and most effective) is performing a Capture Throw at an already weakened monster with the card that you wish to gain experience. This will count as defeating the monster. Even if you can't capture the creature, it still deals damage. Another method involves using Goblin Lords to "farm" experience. Goblin Lords continually roam the battlefield and pluck small to medium-sized stones from the ground. Also, a little known feature of the Banshee card is that a portion of the HP drained from victims is returned to you as experience. The benefits of Banshee card used in this manner are limited, but it's one of my favorite looking cards (the portrait and casting animation). I will go into more detail of the first two methods towards the end of the Walkthrough section. Whichever method you choose to employ, it doesn't hurt to pick up as many stones as you can from those that your enemies drop. 10. Last, and important for reasons of sanity: Don't freak out when you realize there are still seven cards that you're missing--you'll get them as you play through the game. Oh, and save often. I guess I lied about the painless part, but with my help, it should be much easier and faster. The saving is just for your benefit. Now, on to the walkthrough. ================================= ======[ V. Walkthrough ]====== ================================= This is basically a walkthrough up until the point of obtaining optimum experience and getting a few cards along the way. Monsters are listed so you can choose to capture one instead of transforming or buying, if applicable. Bosses are any creatures that cannot be captured. Treasures are anything found in chests. Other is anything found under special circumstances. Level Bonuses are the cards that you have a chance choose from upon completion. I'm not certain about this, but I think the breakdown for Level Bonus is: ***** Three cards **** Two cards *** Two cards ** One card * Nothing Throughout the walkthrough, for any level I suggest you try for the rare card in the Level Bonus, you may want to abort the mission after you have collected all of the treasure, red fairies, and any other special objective, then, save the game and return to the level. Since you won't have to go out of your way to get anything but to the end, you'll have taken less damage, used fewer cards, which means a better chance at getting the rare card upon completion. Alanjeh Castle: Comment: I wouldn't recommend you capture the Skeleton. Use a Man Trap to get the best rating. You'll probably get the skeleton from the Level Bonus, anyway (don't worry, there's plenty of skeletons to be had later). Monsters: Skeleton Treasure: Rune, and your starting deck Level Bonus: Birdman x3, Fairy x2, Skeleton x1 After Alanjeh Castle, your inventory should be something like this: Skeleton 0-2 Lizardman 3 Man Trap 3 Fairy 1-3 Lycanthrope 1 Dark Raven 2 Birdman 1-4 Dragon Knight 1 If at any point through this walkthrough, your cards don't match up exactly, don't worry too much. You'll be able to get every card. For now, as far as strategies go, just throw everything into one big deck and add any cards possible at Deck Points. Plains of Rowahl: Comment: I suggest saving before this level. If you don't get the Sand Golem as a Level Bonus, you may want to load and try again. This isn't the only opportunity to get a Sand Golem, but it's very helpful to have to help gain experience for other cards. Monsters: Hobgoblin, Man Trap, Mandragora Boss: Sand Golem Treasure: Hobgoblin x2, Man Trap x1, Dark Raven x1, Mandragora x1 Level Bonus: Hobgoblin x3, Mandragora x2, Sand Golem x1 Apothecary: Speak with Gurd to unlock the Dahl-Nok Valley side quest. Dahl-Nok Valley: Comment: It's not really feasible to start transforming here. The giant bees only give 100 experience and they're a pain in the ass. Anyway, kill the hives on the first side of the river, leaving the others intact (the less you break, the more cards you have available to fight the Cockatrice with). Break the three eggs you find, saving the one on top of the hill for last. You'll fight two Cockatrice. You want to capture both of them. Dark Raven works pretty well to lower their life, and then keep trying to capture them. If you need to, go add them to your deck at the Deck Point--they beat the hell out of the bees. Defeating the Cockatrice cleared the debris from the two previously unobtainable boxes, containing a Venus Spider and another Cockatrice. Monsters: Orc, Venus Spider, Cockatrice Boss: Giant Bee x8 Treasure: Orc x2, Ghoul x1, Skeleton x1, Man Trap x2, Hobgoblin x1 Other: Lycanthrope card in stump, Mummy by the river, Venus Spider card and Cockatrice card after defeating the two Cockatrice Red Fairies: 4? Look in stumps after the river to be sure. Level Bonus: Orc x3, Venus Spider x2, Giant Bee x1, Apothecary: Talk to Gurd. This will unlock the Gromtull Desert side quest. Since you have three Cockatrice, sell one. You should be able to buy a Giant Crab, 3 Red Lizards, and a Flying Ray. These are all cards you can capture elsewhere, but there's no need to be stingy with your money, this is all it's good for. It'll save you the time and effort of transforming or the annoyance of capturing. Gromtull Desert: Comment: You're supposed to kill the Sand Worm here (the billowing cloud of dust), but avoid it until you've gotten the "great treasure." Near every oasis is a switch that you must press to unlock the door. The first two are easy. The second two have large cacti at the water's edge that you must break to access the switch. This means you have to get into a battle near the oasis and hit it, or have the monsters hit it. For the oasis between the canyon walls, getting into a battle is sometimes difficult, but walk around the mossy rock area of the oasis and eventually you'll get it. The only monsters I would recommend you try to catch are two Tricksters. Put them into your deck before you fight the Sand Worm--it has a random chance to instantly kill anything it hits, so it's possible to kill the Sand Worm each time you fight it gaining around 450 experience each time, which is more than enough to transform the Trickster. It'd be great if you got the Sand Worm for the bonus (I guess that's obvious), but it's not necessary.. You can buy one later. Monsters: Mummy, Carbuncle, Scythe Beast, Trickster Boss: Sand Worm Treasure: Mummy x3, Skeleton x1, Sea Monk x1, Scythe Beast x2, Lycanthrope x 1, Sand Beetle x1, Fairy x1 Other: Sand Beetle card between one of the stone arches, "legendary treasure" room: Carbuncle x2, Crystal Rose x1 (zoom in if you can't see anything but the mountain) Red Fairies: 3? (Sorry I didn't really keep better track) One in a chest, one near an oasis, and one in the middle of the desert (if my memory serves correctly.. Probably not). Level Bonus: Scythe Beast x3, Sand Beetle x2, Sand Worm x1 Blessoon: Comment: Since it's kind of a big area, you may go through a lot of cards and take a lot of damage; you may want to abort after collecting the treasure and Red Fairies. The rare in the Level Bonus is a Fire Golem. It's not spectacular or anything, but the only creature that transforms into it is the Sand Golem, and unless you use it a lot, it won't have the experience necessary to copy and transform. You can buy a Sand Golem later from the shop, but hopefully you can get the bonus of the Fire Golem. Monsters: Plague Rat, Dark Raven, Lycanthrope, Fire Gargoyle Boss: Fire Golem Treasure: Dark Raven x2, Sea Monk x1, Skeleton x2, Mummy x1, Plague Rat x1, Hobgoblin x1, Lizard Man x1, Lycanthrope x1, Carbuncle x1 Other: Water Hopper in a well, Maelstrom in fountain (turn the valve left once and right three times), one of the jars near the gate has a card in it (didn't write that down, sorry). Red Fairies: Three? Four? You're on your own on this one. Level Bonus: Plague Rat x3, Lycanthrope x2, Fire Golem x1 Apothecary: Buy a Wizard, Wraith, and Archer tree Fairy House: Trade 12 fairies for a Fire Gargoyle and Banshee Burial Grounds: Comment: By this time you have about enough Sea Monks to use the infinite cycle of cards I talked about earlier, but if you don't want to risk running out of cards, that's okay. Wood cards will come in handy here (especially the Banshee). You can avoid a battle by not clicking on the fourth king's grave. The solution to the "puzzle" is: gold, green, white, red. The rare Level Bonus is the Necromancer. Hopefully you'll get this one.. If not, the Ghoul transforms into the Necromancer at 4000 experience. Monsters: Skeleton, Ghoul, Venus Spider, Wraith, Banshee Boss: Necromancer Treasure: Skeleton x2, Wraith x1, Mummy x1, Ghoul x1, Dark Raven x1, Fairy x1 Other: Mummy card on a corpse Red Fairies: Five? Check the grave right where you start. There is also one in a well and one in a chest. Level Bonus: Ghoul x3, Wraith x2, Necromancer x1 Shayel Passage: Comment: Okay, this level is pretty straightforward. The Red Fairy will tell you about strange creatures in the glass tubes, so what are you going to do? Break them, of course. The water on this level will slow you down, so try to walk on the walkway as often as possible. Also, be careful around the Dragonoids, they can really pack a punch, especially if you're in the water, because you can't run far enough away after recovering from the first hit to avoid the second, and third, and so on. I would suggest you bring a Banshee or two for the boss fight, not to mention capture three or four Dragonoids, if possible and put them in your deck at a Deck Point, they'll also help against the boss. Maybe capture one Flayer Spawn (even though you'll be able to buy one later), because you really only need one, as there's no real use in transforming it, so you may as well grab one. Anyway, smash any glass tube that you happen upon. Head left, bypass the switch and head up the stairs. You may come across a Basilisk in a random battle. Capture it if you have a chance (not necessary). At some point you will come across a Red Fairy in a pile of debris. Near here, there is another glass tube. When you break this one, run back into the long hallway where there was a box and break it open during the battle. It will reveal a chest with a Running Bird (Ugh, I hate this card, but, it was free, so I can't complain). Continue onward and prepare for the boss fight. First off, I suggest using the Banshee to wipe out the Flayer Spawn (since the Banshee's attack pierces enemies, it will work very quickly if you stack them up just right). With that done, move in with Dragonoids against the Mind Flayer. After the battle, slide down the nearest waterfall and hit the switch. Skip the lovely gate animation. Now head to the right and grab the box under the bridge. There's also another fairy in a pile of debris near here. Take the two chests on the right, then exit the level. If you get a Mind Flayer card from the bonus, go ahead and sell it--really, it sounds great, but it just costs too much to use (plus you get one in the next level). Monsters: Flayer Spawn, Dragonoid, Water Hopper, Giant Crab, Basilisk Boss: Mind Flayer Treasure: Skeleton x3, Ghoul x1, Running Bird x1, Mummy x1, Sea Monk x1, Venus Spider x1, Lizard Man x1, Dragonoid x1, Maelstrom x1, Carbuncle x1 Other: Destroy a barrel to get a Giant Crab card Red Fairies: Six? Check piles of debris Level Bonus: Dragonoid x3, Giant Crab x2, Mind Flayer x1 The Castle Grayl: Comment: Okay, this is a really simple level, excepting the boss, which really isn't that bad, either. Anyway, all you have to do is look for suits of armor that are wielding a weapon or holding a shield and hitting the hidden switch on them. There's a Will o'wisp card lying on the floor in one room. Get into a battle near the suit of armor with three boxes in front of it to get a Blood Bush card. In another room, there will be three suits of armor with switches on them. Head back to the beginning to get a Mind Flayer card. For this boss, the strategy for the previous boss works pretty well, too. If you have a Sand Golem, you can throw that into the fray to get her minions off of you. Also, I've found that a Caterpoker (transforms from a Man Trap at 1000) decimates her summons. The Banshee and Dragonoid will both make quick work of her and her minions. Monsters: Red Lizard, Birdman, Will o'wisp Boss: Mystery Woman [Helena] Treasure: Mind Flayer x1, Red Lizard x3, Will o'wisp x1, Wizard x1, Mummy x1 Other: Will o'wisp on floor. Blood Bush in boxes. Red Fairies: One or two--definitely can't miss them. Level Bonus: Will o'wisp x3, Wizard x2, Stone Head x1 Fairy House: Cash in your Red Fairies for a Stone Head. Apothecary: Speak with Gurd. Leave the Apothecary, but come back and talk to her again. This should unlock the Rohbach side quest, which is what we've been waiting all this time for! Now you get to have all of those wonderful cards you've always dreamed of. Before you go, you may want to purchase any cards that you don't already have, excepting the Land Shark and the Chimera. You can capture a Land Shark in Rohbach and a Chimera in the Bridge of Sarvan (go ahead and go to the bridge first and just capture two if you can't afford them, or would rather capture them). Now comes the part I've been working up to the whole time. Rohbach: Comment: Okay, this part may get a little long-winded, so I'm only going to say a few words about the level specifically and then get into the details after this level. The main objective here is to approach the three large trees (yellow dots on your map), defeat the three Sasquatch guarding the trees, and gather all three herbs, but that's not what you want to do--not yet, at least. Now that you know not to beat this level (in fact, don't bother grabbing any of the herbs until you're completely done gathering experience), I'll get into what you *should* do. You'll find an Ice Golem encased in what else, ice.. Break the ice and fight it. Do whatever you can to capture it. You can just weaken it as much as possible, then when it gets low, just throw card after card at it until you capture it. Then try to capture another one by aborting and coming back. If you happen to see a Larval Fly (nice oxymoron), or an elephant, try to capture at least one, two if you can. The Larval Fly seems to be most common after the first large tree, but before the ice. The Elephant seems easiest to find from the ice onto the snowy patch near the "slippery path" sign. Since you'll be doing this level for a while, you will definitely see an Elephant. You may or may not see a Larval Fly. Oh, and don't even bother fighting the random battles if you don't need to capture them, it's just a waste of time. Monsters: Flying Ray, Land shark, Elephant, Crystal Rose, Larval Fly, Ice Golem Boss: Sasquatch x3 Treasure: Hobgoblin x3, Fairy x1, Land Shark x1, Elephant x1, Giant Crab x4, Flying ray x1, Sand Beetle x1, Carbuncle x1 Red Fairies: Four? Look in carts. Level Bonus: Elephant x3, Crystal Rose x2, Sasquatch x1 And now, the moment you've all been waiting for.. The experience guide! As you may, or may not have noticed, the Sasquatch creatures reward you with a hefty 600 experience when you kill them. Sure, there may be creatures that give more, but in my opinion, this is the easiest, quickest, and soonest way possible to get every card. The Sasquatch is fairly slow, slightly dumb, and doesn't have any erratic attack moves that would put you in jeopardy, which makes him the perfect candidate for providing precious experience. Ideally, you'll want to have the following cards in your deck no matter what card you are gaining experience for. Unicorn x4 Water Bird x1 Decoy Piller x1 Catoblepas x1 I realize at this point you probably won't have all, or perhaps even any of these cards. But don't worry, you can make do with what you have until you manage to get the above cards. Initially, your deck may consist of the following: Sea Monk x4 Fairy x1-2 Sand Golem x1 Your most powerful Independent creature(s). And the card you wish to gain experience for. If you don't have the cards I suggest, simply search for those cards in the Card List section and I will list the easiest ways to obtain them. Now, no matter what cards you use here, your strategy will be essentially the same. There are three Sasquatch battles here, one at each of the large trees in the level. The idea is to use one of your creatures to distract the Sasquatch (the Sand Golem works at first, but I would suggest upgrading to the Decoy Piller as soon as possible), weaken it as much as possible without killing it, then finish them off with whatever card you want to gain experience for. This method will work wonders and you'll have fully transformed cards in no time. I recommend first going through with any cards that actually deal damage, such as Weapon Cards and attacking Summon and Independent cards. These will be easiest of all because they can actually fend for themselves. Cards that are used merely for effects will be more difficult and the strategy here will be different. When you finally get the cards I first suggested, the most effective way of tearing through the Sasquatch works like this: First, run away from the Sasquatch if it is near you. You want to have the following cards in your hand for this strategy: Decoy Piller, Catoblepas, and hopefully the card you want to gain experience for. Anyway, if you don't have the cards you need, you can discard healing and restoration cards if it is the first battle. If not, you can use a restoration card to get back any cards you may not have available. The basic idea here is to throw the Decoy Piller into a corner using a guided throw and throw a Catoblepas about half of a screen length's away from the pillar, and in just four shots, it will take the Sasquatch down to 20 or so. Unsummon the Catoblepas before it kills the Sasquatch and finish it off with whatever you've got. Lather, rinse, repeat. If your Decoy Piller or Catoblepas are running low on life, go ahead and use a Water Bird or perhaps a Unicorn. The Water Bird will heal your cards for sure. The Unicorn basically has a random chance to heal your cards, as well as healing you, as well as restoring 1-5 of your used/discarded cards. Now onto cards that can't deal damage on their own. There are two ways that you can go about transforming these annoying cards. The method I suggest uses the following cards: Unicorn x4 Water Bird x1 Catoblepas x1 Decoy Piller x1 (sort of optional) Hydra x1 (definitely helpful) Okay, this strategy is somewhat similar to the one above, but they key here is the Hydra. You have to be careful here, as the Hydra is a huge drain on your stones. The reason I say the Decoy Piller is optional is because the Hydra can take quite a bit of punishment on its own. You may want to bring the Piller because the Sasquatch will still attack your Catoblepas if he finds it before the Hydra. Since this method utilizes the Capture Throw, you will need at least one stone left to succeed. So, what you want to do is cast the Hydra and the Decoy Piller, if desired. Then cast the Catoblepas in a desirable location. Make sure you gather at least a couple of the stones the Sasquatch drops so you can perform a Capture Throw. Anyway, after four blasts from the Catoblepas, unsummon it and allow the Hydra to go to work. I had written a list of all the cards that cannot attack and how much damage they do when Capture Thrown, but I suppose I didn't save it, and I have since returned the game. There are a few cards that only do two damage, so you'll want to let the Hydra suck it down to two life before you throw it. The only problem card is the Wizard, which will only do one damage when thrown. As Hydra can work a little slowly, you could even just throw a few random cards at it to weaken it. Be wary of using a Unicorn or Water Bird here to restore life or cards--you may not have enough stones to perform a Capture Throw. As most of the effect cards do not require much experience to transform, and since there aren't too many of them, this shouldn't take too long at all. Another possible option, although slower, is pretty simple, too. Bring the following: Unicorn x4 Water Bird x1 Decoy Piller x1 Dragonoid x1 Goblin Lord x2 Now, try to get into a battle with a Crystal Rose. If there is another creature there, too, use the Dragonoid to dispose of it. Then throw a Decoy Piller into the corner furthest away from the Crystal Rose. It will be out of range and will be utterly confused and will not fire. Get out your two Goblin Lords and allow them to basically "mine" experience for you. Just run around and collect what they unearth. Keep an eye on the Goblin Lords' life, as it will steadily drain for just being out. If necessary, use a Unicorn or Water Bird to restore their life, or a Unicorn if you allow one to die to restore it. This method is significantly slower, but perfectly safe. Use this if you have trouble with the above method, which you probably won't. Alright, now that I've detailed the best methods to gaining experience for your cards, you'll still need a bit of patience to get through them all. The damaging creatures will be easiest, even though there are quite a few. Now, I'll provide the list of cards, which will detail the easiest path to get each card. ================================= ======[ VI. Card List ]====== ================================= Obtaining the Transform Into and Copy information was easy enough to obtain, but the Transform From information took my quite a bit of time to compile, I just figured it would be really helpful to help you decide which way is easiest to obtain each card. I will also comment on some cards. No. 001 [Skeleton] Transform Into: Demon Skeleton 3000, Berserker 4000, Steel Skeleton 5000 Copy: 700 Transform From: Mummy 1000 Comment: N/A No. 002 [Ghost Armor] Transform Into: Chaos Knight 2000 Copy: 2000 Transform From: Dragon Knight 1000 Comment: Well, you really don't have many options here.. No. 003 [Red Dragon] Transform Into: Zombie Dragon 1000 Copy: 5000 Transform From: Lizardman 6000, Red Lizard 6000, Dragonoid 4000 Comment: Definitely use the Dragonoid. No. 004 [Lizardman] Transform Into: Scythe Beast 1000, Venom Lizard 3000, Red Dragon 6000 Copy: 700 Transform From: Giant Crab 1000 Comment: N/A No. 005 [Mandragora] Transform Into: Archer Tree 1000, Kitty Trap 2000, MegaMandragora 5000 Copy: 700 Transform From: Archer Tree 1000 Comment: N/A No. 006 [Elephant] Transform Into: Griffin 2000, Elephant King 2000 Copy: 2000 Transform From: Griffin 700, Plague Rat 1400 Comment: Capture two No. 007 [Red Lizard] Transform Into: Dragon Knight 2000, Basilisk 3000, Red Dragon 6000 Copy: 700 Transform From: Banshee 1000 Comment: Buy one, two if you need another Dragon Knight No. 008 [Unicorn] Transform Into: Night Mare 700 Copy: 3500 Transform From: Water Bird 700, Fenril 1000 Comment: This is in my opinion the most useful card of them all. No. 009 [Hobgoblin] Transform Into: Trickster 3000, Goblin Lord 3000, Berserker 4000 Copy: 700 Transform From: Orc 1000 Comment: This card isn't worth the paper it's printed on. Besides, they're terribly gassy. No. 010 [Sand Golem] Transform Into: Fire Golem 700, Behemoth 1400, Decoy Piller 2100 Copy: 1400 Transform From: Stone Head 1000, Ice Golem 1000 Comment: Either get one from the level bonus or buy one No. 011 [Jack-O-Lantern] Transform Into: Will o'wisp 1000, Sand Worm 1000 Copy: 2000 Transform From: Will o'wisp 2000 Comment: Utterly worthless card, though amusing No. 012 [Man Trap] Transform Into: Caterpoker 1000, Crystal Rose 2000, Catoblepas 3000 Copy: 700 Transform From: Crystal Rose 1000 Comment: Transforms into the Catoblepas. That's a good thing. No. 013 [Sand Worm] Transform Into: Kraken 1000 Copy: 2000 Transform From: Jack-O-Lantern 1000 Comment: Pretty decent card, either get it from a level bonus or buy it. No. 014 [Mummy] Transform Into: Skeleton 1000, Ghoul 1000, Sphinx 4000 Copy: 1000 Transform From: Ghoul 1000 Comment: Too little range and too little power. No. 015 [Cockatrice] Transform Into: Griffin 1000 Copy: 2000 Transform From: Griffin 700, Dark Raven 3000 Comment: Pretty good early on if you get them at the Dahl-Nok Valley. No. 016 [Sasquatch] Transform Into: Behemoth 2000 Copy: 2000 Transform From: Hand of Pain 700, Trickster 1000 Comment: Pretty decent, short range. No. 017 [Wraith] Transform Into: Giant Crab 1000, Banshee 1000, Puppet Master 4000 Copy: 1000 Transform From: Fire Golem 1000, Banshee 1000 Comment: Difficult to use. No. 018 [Orc] Transform Into: Hobgoblin 1000, Great Demon 3000, Berserker 4000 Copy: 700 Transform From: Trickster 1000 Comment: Terrible range. No. 019 [Fairy] Transform Into: Sea Monk 700, Siren 1400, Water Bird 2800 Copy: 700 Transform From: Flayer Spawn 1000 Comment: Helpful before you get a Water Bird or Unicorn. No. 020 [Vampire Bush] Transform Into: Blood Bush 700, Basilisk 700, Hand of Pain 700 Copy: 1400 Transform From: Basilisk 1000, Blood Bush 1000 Comment: Utterly useless No. 021 [Catoblepas] Transform Into: Rheebus 1000, Hydra 1000 Copy: 2000 Transform From: Rheebus 1400, Man Trap 3000 Comment: Spectacular card when used with a Decoy Piller. No. 022 [Kraken] Transform Into: Mind Flayer 1000 Copy: 3000 Transform From: Sand Worm 1000, Water Hopper 4000, Mind Flayer 1000 Comment: Pretty neat. Transform from a Mind Flayer if you have a spare and have the experience. If not, use a Sand Worm. No. 023 [Water Hopper] Transform Into: Giant Crab 1000, Flying Ray 1000, Kraken 4000 Copy: 700 Transform From: Giant Crab 1000, Flying Ray 1000 Comment: Lameness: ***** No. 024 [Fenril] Transform Into: Unicorn 1000 Copy: 4000 Transform From: Lycanthrope 5000, Ice Golem 1000 Comment: I'd recommend capturing Ice Golems from Rohbach and using the Capture Throw method to gain them experience, then transform them into the Fenril. No. 025 [Lich] Transform Into: Vampire 1000 Copy: 4000 Transform From: Decoy Piller 700, Necromancer 1000 Comment: Since you'll be using the Decoy Piller so often, you will havae more than enough experience to copy it and make a Lich. No. 026 [Carbuncle] Transform Into: Plague Rat 1000, Juggernaut 1000, Whip Worm 2000 Copy: 1000 Transform From: Plague Rat 700 Comment: The Rusty Wheel, as I like to call it.. This thing is really amusing, but that's about it. No. 027 [Flayer Spawn] Transform Into: Fairy 1000, Blood Bush 1000, Maelstrom 1000 Copy: 1000 Transform From: Maelstrom 1000, Blood Bush 1000 Comment: Meh.. No. 028 ??? Transform Into: ??? Copy: ??? Transform From: ??? Comment: N/A No. 029 [Zombie Dragon] Transform Into: Black Dragon 5000 Copy: 4000 Transform From: Venom Lizard 2000, Hydra 1000, Red Dragon 1000, Dragonoid 3000 Comment: Dragonoid is probably the easiest thing to transform from. No. 030 [Fire Golem] Transform Into: Wraith 1000, Efreet 1000, Ice Golem 2000 Copy: 2000 Transform From: Sand Golem 700 Comment: Not the greatest card. Hopefully you'll get it for the level bonus in Blessoon. No. 031 [Running Bird] Transform Into: Gold Butterfly 700, Water Bird 2100 Copy: 700 Transform From: Gold Butterfly 700, Water Bird 700 Comment: Utterly useless. Find one--don't waste anything transforming. No. 032 [Giant Crab] Transform Into: Lizardman 1000, Water Hopper 1000, Ice Golem 4000 Copy: 1000 Transform From: Wraith 1000, Water Hopper 1000 Comment: You'll find plenty of these. No. 033 [Banshee] Transform Into: Red Lizard 1000, Wraith 1000, Mind Flayer 3000 Copy: 1500 Transform From: Wraith 1000, Scythe Beast 1000 Comment: I love this card. It's so cool looking. The Banshee also returns some of the damage it deals as experience. No. 034 [Land Shark] Transform Into: Demon Hound 1000, Demon Skeleton 1000 Copy: 1500 Transform From: Flying Ray 2000, Demon Hound 1000, Sand Beetle 1000 Comment: Catch 'em at Rohbach. No. 035 [Berserker] Transform Into: Great Demon 1000, Goblin Lord 1000 Copy: 3000 Transform From: Skeleton 4000, Hobgoblin 4000, Orc 4000 Comment: Just transform from any of these retards. They're equally expendable. What it boils down to is which of the three annoys you least. At least Skeletons are Earth. No. 036 [Flying Ray] Transform Into: Water Hopper 1000, Land Shark 2000, Hydra 3000 Copy: 700 Transform From: Water Hopper 1000 Comment: Buy or capture from Rohbach No. 037 [Demon Hound] Transform Into: Land Shark 1000, Chimera 1000 Copy: 1500 Transform From: Land Shark 1000, Chimera 1000 Comment: You can buy these. No. 038 [Behemoth] Transform Into: Sphinx 1000 Copy: 4000 Transform From: Sand Golem 1400, Sasquatch 2000 Comment: Sasquatch is probably easier, if you don't use the Sand Golem much. No. 039 [Basilisk] Transform Into: Dragonoid 1000, Vampire Bush 1000, Black Dragon 3000 Copy: 2000 Transform From: Vampire Bush 700, Red Lizard 3000 Comment: You can capture one in the Shayel Passage (kinda hard to find), or use the Red Lizard. No. 040 [Mole Monster] Transform Into: Beelzabub 1000 Copy: 3000 Transform From: Great Demon 1000, Beelzabub 1000 Comment: Transform a Great Demon. No. 041 [Maelstrom] Transform Into: Flayer Spawn 1000, Kitty Trap 1000 Copy: 1500 Transform From: Flayer Spawn 1000, Kitty Trap 1000 Comment: You'll find it. No. 042 [Lycanthrope] Transform Into: Birdman 1000, Chimera 2000, Fenril 5000 Copy: 700 Transform From: Birdman 1000 Comment: You start with one; you'll find plenty. No. 043 [Sand Beetle] Transform Into: Venus Spider 1000, Trickster 1000, Land Shark 1000 Copy: 1500 Transform From: Venus Spider 1000 Comment: You'll find a few. No. 044 [Necromancer] Transform Into: Lich 1000 Copy: 4000 Transform From: Ghoul 4000 Comment: Hopefully you got a Necromancer from the Burial Grounds level bonus. If not, you don't have much of a choice here. No. 045 ??? Transform Into: ??? Copy: ??? Transform From: ??? Comment: N/A No. 046 [Gold Butterfly] Transform Into: Running Bird 700, Caterpoker 700 Copy: 700 Transform From: Running Bird 700, Caterpoker 1000 Comment: Caterpoker is easier. No. 047 [Ghoul] Transform Into: Mummy 1000, Venom Lizard 2000, Necromancer 4000 Copy: 1000 Transform From: Venom Lizard 1000, Mummy 1000 Comment: You'll find it. No. 048 [Treant] Transform Into: MegaMandragora 2800 Copy: 700 Transform From: Archer Tree 1000, Crystal Rose 1000, MegaMandragora 1000 Comment: Archer Trees are the most worthless of the bunch. No. 049 [Sea Monk] Transform Into: Wizard 1000, Evil Eye 1000, Rheebus 1000 Copy: 1000 Transform From: Evil Eye 700, Fairy 700 Comment: You'll find plenty. No. 050 [MegaMandragora] Transform Into: Treant 1000 Copy: 4000 Transform From: Will o'wisp 4000, Treant 2800, Mandragora 5000 Comment: Pretty crappy choice here. Use whatever you're more comfortable with. No. 051 [Larval Fly] Transform Into: Wizard 700, Beelzabub 2100 Copy: 1050 Transform From: Wizard 700 Comment: I hate the Wizard, by the way. It only does one damage when thrown at the Sasquatches. So catch one, if possible, from Rohbach. If not, you don't have any other options. No. 052 [Crystal Rose] Transform Into: Man Trap 1000, Treant 1000, Ice Golem 3000 Copy: 1500 Transform From: Man Trap 2000 Comment: Find one in Gromtull Desert or capture in Rohbach. No. 053 [Dark Raven] Transform Into: Birdman 1000, Chimera 2000, Cockatrice 3000 Copy: 700 Transform From: Siren 1000 Comment: You start with them. No. 054 [Wizard] Transform Into: Larval Fly 700, Mind Flayer 2800 Copy: 700 Transform From: Sea Monk 1000, Larval Fly 700 Comment: Find or buy. No. 055 [Dragonoid] Transform Into: Zombie Dragon 3000, Red Dragon 4000, Black Dragon 4000 Copy: 1500 Transform From: Venom Lizard 1000, Basilisk 1000 Comment: Capture or buy them. Definitely worth having a few, as this is a great attack card. No. 056 [Giant Bee] Transform Into: Whip Worm 700, Puppet Master 2100 Copy: 1500 Transform From: Plague Rat 700, Whip Worm 1000 Comment: Level bonus, or Whip Worm. No. 057 [Birdman] Transform Into: Lycanthrope 1000, Siren 2000, Griffin 2000 Copy: 700 Transform From: Dark Raven 1000, Lycanthrope 1000 Comment: Start with one. No. 058 [Will o'wisp] Transform Into: Stone Head 2000, Jack-O-Lantern 2000, MegaMandragora 4000 Copy: 1000 Transform From: Stone Head 1000, Jack-O-Lantern 1000 Comment: Find them. No. 059 [Archer Tree] Transform Into: Mandragora 1000, Venus Spider 1000, Treant 1000 Copy: 700 Transform From: Venus Spider 1000, Mandragora 1000 Comment: Buy it. Don't spend any amount of effort to transform something into this piece of garbage. No. 060 [Stone Head] Transform Into: Sand Golem 1000, Will o'wisp 1000, Juggernaut 1000 Copy: 2000 Transform From: Will o'wisp 2000, Juggernaut 1000 Comment: Reward for Red Fairies. No. 061 [Blood Bush] Transform Into: Flayer Spawn 1000, Vampire Bush 1000, Hand of Fire 1000 Copy: 1500 Transform From: Vampire Bush 700, Flayer Spawn 1000 Comment: Find one in Grayl Castle. No. 062 [Efreet] Transform Into: Great Demon 1000 Copy: 2000 Transform From: Fire Golem 1000, Chimera 1000 Comment: If you have a spare Fire Golem, use that. Otherwise, since you can capture Chimera, use those. No. 063 [Dragon Knight] Transform Into: Ghost Armor 1000, Chaos Knight 3000 Copy: 1500 Transform From: Demon Skeleton 1000, Red Lizard 2000 Comment: You start with one. No. 064 [Demon Fox] Transform Into: Sphinx 1000 Copy: 5000 Transform From: King Elephant 5000 Comment: Not many options here. No. 065 [Juggernaut] Transform Into: Stone Head 1000, Whip Worm 1000 Copy: 1500 Transform From: Carbuncle 1000, Stone Head 1000, Whip Worm 1000 Comment: Transform from a Rusty Wheel (Carbuncle). Whee! No. 066 [Fire Gargoyle] Transform Into: Hand of Pain 1000, Hand of Fire 1000, Decoy Piller 5000 Copy: 3000 Transform From: Decoy Piller 700 Comment: You'll get one for Red Fairies. No. 067 [Great Demon] Transform Into: Mole Monster 1000 Copy: 2000 Transform From: Orc 3000, Berserker 1000, Efreet 1000, Scythe Beast 2000 Comment: Scythe Beast is probably the least frustrating. No. 068 [Evil Eye] Transform Into: Sea Monk 700, Cyclops 2100 Copy: 700 Transform From: Cyclops 700, Sea Monk 1000 Comment: Sea Monk is really the only option here. No. 069 ??? Transform Into: ??? Copy: ??? Transform From: ??? Comment: N/A No. 070 [Griffin] Transform Into: Elephant 700, Cockatrice 700 Copy: 1050 Transform From: Elephant 2000, Cockatrice 1000, Birdman 2000 Comment: Use whichever you have a spare copy of. No. 071 [Venom Lizard] Transform Into: Ghoul 1000, Dragonoid 1000, Zombie Dragon 2000 Copy: 2000 Transform From: Lizardman 3000, Ghoul 2000 Comment: Use the Ghoul. Less exp means less time. No. 072 [Tiger Mage] Transform Into: Sphinx 2000 Copy: 2000 Transform From: Sphinx 1000 Comment: Eesh. Kind of annoying that so many steps are required for this card, but it can be useful. No. 073 [Hydra] Transform Into: Zombie Dragon 1000 Copy: 2000 Transform From: Catoblepas 1000, Flying Ray 3000, Siren 1000 Comment: Since you'll be using the hell out of the Catoblepas, copy it and transform it into the Hydra. No. 074 [Siren] Transform Into: Dark Raven 1000, Hydra 1000, Night Mare 1000 Copy: 1500 Transform From: Fairy 1400, Birdman 2000 Comment: If you have extra experience with the Fairy, use it. Otherwise, use the Birdman. No. 075 [Hand of Fire] Transform Into: Hand of Pain 700, Mind Flayer 2100 Copy: 1050 Transform From: Blood Bush 1000, Fire Gargoyle 1000, Hand of Pain 700 Comment: Blood Bush is the only attack card here, unfortunately. Go with that. No. 076 [Chimera] Transform Into: Demon Hound 1000, Efreet 1000 Copy: 1500 Transform From: Demon Hound 1000, Lycanthrope 2000, Dark Raven 2000 Comment: These are all pretty easy, but you can also capture one from the Bridge of Sarvan. Do whichever you prefer. No. 077 [Goblin Lord] Transform Into: Steel Skeleton 1400 Copy: 1400 Transform From: Hobgoblin 3000, Berserker 1000, Steel Skeleton 1000 Comment: Use the smelly ones. No. 078 [Scythe Beast] Transform Into: Banshee 1000, Kitty Trap 1000, Great Demon 2000 Copy: 1000 Transform From: Kitty Trap 1000, Lizardman 1000 Comment: You'll find some. No. 079 [Kitty Trap] Transform Into: Scythe Beast 1000, Maelstrom 1000 Copy: 1500 Transform From: Maelstrom 1000, Scythe Beast 1000, Mandragora 2000 Comment: Scythe Beast is probably the easiest here. No. 080 [Night Mare] Transform Into: Chaos Knight 3000 Copy: 1500 Transform From: Siren 1000, Chaos Knight 1000, Unicorn 700 Comment: You'll be using the Unicorn a lot so you'll have a lot of experience with it, but.. You may be spending it on more copies of the Unicorn. If you have extra, use the Unicorn. If not, the other two are probably just about the same, though I prefer the Chaos Knight. No. 081 ??? Transform Into: ??? Copy: ??? Transform From: ??? Comment: N/A No. 082 [Rheebus] Transform Into: Catoblepas 1400, Beelzabub 2800 Copy: 700 Transform From: Sea Monk 1000, Catoblepas 1000 Comment: Use the Catoblepas since you'll be using it so often (it'll easily amass 10,000 experience). No. 083 ??? Transform Into: ??? Copy: ??? Transform From: ??? Comment: N/A No. 084 [Venus Spider] Transform Into: Sand Beetle 1000, Archer Tree 1000, Sphinx 4000 Copy: 1000 Transform From: Archer Tree 1000, Sand Beetle 1000 Comment: You'll find 'em. No. 085 [Vampire] Transform Into: Steel Skeleton 1000 Copy: 4000 Transform From: Puppet Master 1000, Black Dragon 1000, Lich 1000 Comment: Pretty lengthy process, whichever you choose.. Since you'll be using a Decoy Piller, which transforms into the Lich, maybe that. No. 086 [Sphinx] Transform Into: Tiger Mage 1000, Elephant King 1000 Copy: 4000 Transform From: Demon Fox 1000, Tiger Mage 2000, Venus Spider 4000, Mummy 4000, Behemoth 1000 Comment: Mummy or Venus Spider. If you're low on money, this will help you out of a jam. It sells for $4000! No. 087 [Water Bird] Transform Into: Running Bird 700, Unicorn 700 Copy: 1050 Transform From: Fairy 2800, Running Bird 2100 Comment: Fairy is much easier, since you'll actually use it. But if you're fond of the Capture Throw experience method, the Running Bird requires slightly less experience. No. 088 [Puppet Master] Transform Into: Vampire 1000 Copy: 4000 Transform From: Giant Bee 2100, Wraith 4000 Comment: I could go either way. The Wraith requires a lot of experience and is sometimes difficult to aim, but the Giant Bee doesn't attack, so you'll have to use the alternate experience method. No. 089 [Plague Rat] Transform Into: Carbuncle 700, Giant Bee 700, Elephant 1400 Copy: 700 Transform From: Carbuncle 1000 Comment: You'll find them. They're really amusing paired up with a Hydra No. 090 [Hand of Pain] Transform Into: Hand of Fire 700, Sasquatch 700 Copy: 1050 Transform From: Fire Gargoyle 1000, Hand of Fire 700, Vampire Bush 700 Comment: Sadly, I have to say that the Vampire Bush is probably the easiest method. No. 091 [Whip Worm] Transform Into: Giant Bee 1000, Juggernaut 1000 Copy: 3000 Transform From: Giant Bee 700, Juggernaut 1000, Carbuncle 2000 Comment: Juggernaut is easiest, Carbuncle is most expendable. No. 092 [Trickster] Transform Into: Orc 1000, Demon Hound 1000, Sasquatch 1000 Copy: 2000 Transform From: Hobgoblin 3000, Sand Beetle 1000 Comment: Capture them in Gromtull Desert. No. 093 [Demon Skeleton] Transform Into: Dragon Knight 1000 Copy: 2000 Transform From: Land Shark 1000, Skeleton 3000 Comment: Land Shark is easier, but you may have 3000 experience with the Skeleton sooner than Rohbach. No. 094 [Caterpoker] Transform Into: Gold Butterfly 1000, Decoy Piller 5000 Copy: 1000 Transform From: Gold Butterfly 700, Man Trap 1000 Comment: Man Trap. No. 095 [Beelzabub] Transform Into: Mole Monster 1000 Copy: 4000 Transform From: Larval Fly 2100, Rheebus 2800, Mole Monster 1000 Comment: Same method all the way around. The only thing that matters is which you have extra copies of. No. 096 [Mind Flayer] Transform Into: Kraken 1000 Copy: 4000 Transform From: Wizard 2800, Hand of Fire 2100, Kraken 1000, Banshee 3000 Comment: You'll find it. No. 097 [Ice Golem] Transform Into: Sand Golem 1000, Fenril 1000 Copy: 4000 Transform From: Fire Golem 2000, Giant Crab 4000, Crystal Rose 3000 Comment: Capture them in Rohbach. No. 098 [Cyclops] Transform Into: Evil Eye 700 Copy: 2100 Transform From: Evil Eye 2100 Comment: No choices here. No. 099 [Black Dragon] Transform Into: Vampire 1000 Copy: 5000 Transform From: Zombie Dragon 5000, Basilisk 3000, Dragonoid 4000 Comment: Dragonoids are both easy and plentiful. If you have a spare Basilisk, use that if you wish. No. 100 [Steel Skeleton] Transform Into: Goblin Lord 1000 Copy: 4000 Transform From: Skeleton 5000, Goblin Lord 1400, Vampire 1000 Comment: Sadly, the Skeleton is easiest. No. 101 [Chaos Knight] Transform Into: Night Mare 1000 Copy: 4000 Transform From: Dragon Knight 3000, Ghost Armor 2000 Comment: Dragon Knight is quicker, unless you have a spare Ghost Armor. No. 102 [Decoy Piller] Transform Into: Fire Gargoyle 700, Lich 700 Copy: 3500 Transform From: Fire Gargoyle 5000, Caterpoker 5000, Sand Golem 2100 Comment: You'll probably have a good deal of experience with the Sand Golem, so I recommend using that. No. 103 [Elephant King] Transform Into: Demon Fox 5000 Copy: 4000 Transform From: Sphinx 1000, Elephant 2000 Comment: Definitely the Elephant. No. 104 ??? Transform Into: ??? Copy: ??? Transform From: ??? Comment: N/A No. 105 ??? Transform Into: ??? Copy: ??? Transform From: ??? Comment: N/A ================================= ======[ VII. Credits ]====== ================================= Let's see.. This F.A.Q. was written in full by me, Dark-Talon. I've submitted it to GameFAQs. If this winds up somewhere else, I could really care less. Post it, print it, whatever--just so long as the text within remains intact and unaltered and that I, the author, am not miscredited. That said, I'd like to thank Activision for creating an addictive game. Even though it was a bit short as far as story goes, the transforming feature made up for quite a bit of that. Also, I'd like to thank GameFAQs.com for hosting this guide. A special thanks goes to my good friend Manitulation, who at the cost of his own sanity offered to aid me in my quest to discover what each card transforms into--basically we just took turns on Rohbach for quite a few hours. And most importantly, I'd like to thank my girlfriend who put up with my playing Lost Kingdoms for hours on end, and was even kind enough to read off card names, transformation costs, and copy costs as I wrote the guide, which no doubt saved me quite a bit of time and sanity. I'd like to dedicate this F.A.Q. to Pepsi, the sponsor of all of my late-night-video-game-playing sprees. If you happen to find any typos, spelling errors, or factual errors in this F.A.Q., or if you have a question, suggestion, or whatever else-- well, too damn bad! Heh.. Kidding. Just email Dark-Talon@adelphia.net. I'll read it eventually, and who knows, I may even reply! While I'm proud of my blatant inability to remember how many Red Fairies are in which level and my knack for describing where to find a card without remembering what card it is (hey, at least you get the card.. Better than the fairies, huh?), if you can either confirm or correct the number of Fairies per the levels I've listed, let me know. Also, if you know what cards I conveniently forgot to name or even list, tell me that, too.. I've since returned the game to Blockbuster and was therefore unable to confirm some of the things I was uncertain about. Just two more things, really... First, if you know what the hell the yellow icon for Independent, Trap, and Spin Cards is supposed to be, *please* let me know.. Second, as I'm about to return Lost Kingdoms to Blockbuster, I read the back and it made me wonder if I'm playing the wrong game here.. "Game Description: In Rune: Viking Warlord, you assume the role of Ragnar, a Viking warrior handpicked by the gods to defend humanity against the evil god Loki who is intent upon bringing about Ragnarok, the end of the world. The game combines Viking mythology with slash and hack action in which you use war hammers, swords, battle-axes and magical devices to fight past a plethora of deadly adversaries such as the flame-clawed hellhounds, terrifying frost giants of the Nordic Mountains, and the skeletons of the dead. Game modes are single player (single player story mode) and multiplayer (as many as 4 players at a time in split-screen game) with more than 20 different Viking gladiators to choose from and over 40 massive environments to explore. Rune: Viking Warlord has a rumble feature and a save option." Huh.. Well, whatever it is, it sounds interesting. I think I'd like to play it. Yes, I'm aware that the Japanese, and possibly the working title for Lost Kingdoms was "Rune", but I don't think the translation into English changed the entire game.