----------------------------------------------------------------- YU-GI-OH! : OFFICIAL CARD GAME : DUEL MONSTERS SPOILER FOR MYTHOLOGICAL AGE v2.2, Updated: November 1, 2003 By Edo (edo_hrzic@hotmail.com) http://www.stormpages.com/edhrzic/Yugioh.htm Yu-Gi-Oh! is a trademark and copyright of Kazuki Takahashi and Studio Dice. This file is (c) 2002 Edward T. Hrzic III. All rights reserved. ----------------------------------------------------------------- ---------------| What is this file? This file is a series of translations for the Duel Monsters card game. It covers the Mythological Age set. ---------------| What to do with it? You may download and print this file out for your OWN, PERSONAL USE, AND NOTHING ELSE! This includes reformatting it, and putting it on your own home page. If you wish to post individual translations for pure comparative purposes, then you may do so, but you MUST INDICATE WHERE IT CAME FROM, AND GIVE MY URL! 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Have I made myself clear? ---------------| History v2.2 (November 1, 2003) - Slight formatting change. - Corrected Murasame Blade. v2.0 (April 3, 2003) - Corrected MA-32 (Thieving Smoke Bomb), MA-38 (Genocide War), MA-47 (Grasp of the Spirits), MA-15 (Maharagi) - Minor wording modifications. v1.7 (February 20, 2003) - Corrected Naga. v1.6 (September 25, 2002) - Slight correction to Otohime ---------------| Spoiler List Monsters' statistics are written in the following way, for easy reference: Main Type/Sub-Type/Level/Attack strength/Defense strength ==========| MYTHOLOGICAL AGE Released 11/29/2001 Card Composition: Ultra Rare: 3 Monster Cards: 5 Super Rare: 4 Effect: 19 Rare: 6 Fusion: 2 Normal: 38 Magic Cards: 13 Trap Cards: 12 MA-01 MACHINE CORP Fire/Machine/4/1600/1800 MA-02 BEOWULF Earth/Animal Warrior/4/1650/1000 MA-03 MAGIC MENTOR - J Dark/Magic User/4/1500/1600 MA-04 RAREMETAL LADY Earth/Machine/3/450/900 MA-05 RAREMETAL SOLDIER Earth/Machine/3/900/450 MA-06 FIBER POD Earth/Plant/3/500/500 Reverse: Each player shuffles his cards on the Field, hand and Cemetery into his or her deck. Each player then draws 5 cards. MA-07 NAGA Water/Reptile/4/1400/2000 If this Monster is face-up when returned to your deck, you may Special Summon 1 level 3 or lower Monster from your deck. MA-08 NOBLE DU NOIR Dark/Undead/5/2000/1400 While this card is on the Field, when your opponent's Monster attacks, this card's controller chooses the target. MA-09 VOLT GIRL Light/Electric/4/1900/800 If you have any non-Light Main-Type Monsters on your Field, this card cannot be put onto the Field. Also, if this card is on the Field and any non-Light Main-Type Monsters are played to your Field, destroy this card. Rare MA-10 OPTION Light/Machine/1/?/? Choose 1 of your [Futuristic Fighter Vic Viper] on the Field and Special Summon this card. This card's statistics are that same as the chosen card's. If the chosen card leaves the Field, destroy this card. MA-11 INJECTION ANGEL LILY Earth/Magic User/3/400/1500 Can only be activated during your or your opponent's Damage Step. Pay 2000 Life Points to increase this card's attack strength by 3000 for the Damage Step. Normal Rare MA-12 LEAF FAERIE Earth/Plant/3/900/400 Put 1 Equipment card equipped on this Monster in the Cemetery. Do 500 damage to your opponent. MA-13 HEAVENLY KNIGHT PERSEUS Light/Angel/5/1900/1400 When this card attacks a Monster in defense mode that has a lower defense that this Monster's attack strength, do Battle Damage to your opponent equal to the difference. When this Monster does Battle Damage to your opponent, draw 1 card. Super Rare MA-14 DOL DORA Air/Dragon/3/1500/1200 If this card is destroyed while on the Field and goes to the Cemetery, this card is Special Summoned at the end of the turn, with its attack and defense strengths set to 1000. This effect can only happen once per duel. MA-15 MAHARAGI ("ILLUMINATING SPIRIT") Earth/Rock - Spirit/4/1200/1700 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. If this card is Summoned or Reversed, during your next Draw Phase, you may look at the top card of your deck, and return it to the top or bottom of your deck. MA-16 INABANOSHIROUSAGI ("PATHFINDING WHITE RABBIT SPIRIT") Earth/Animal - Spirit/3/700/500 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. This card attacks your opponent directly, even if he or she has Monsters on the Field. MA-17 YATAGARASU ("EIGHT GIANT CROWS") Air/Demon - Spirit/2/200/100 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. If this card does damage to your opponent, he or she skips his or her next Draw Phase. MA-18 SUSANOO ("THE DIVINE EMPEROR OF THUNDER") Earth/Electric - Spirit/4/2000/1600 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. Damage that this card does to the opponent is reduced by half. Ultra Rare/Parallel Rare MA-19 YAMATANODORAGON ("EIGHT-HEADED DRAGON") Fire/Dragon - Spirit/7/2600/3100 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. If this card does damage to your opponent, draw cards until you have 5 cards in your hand. Ultra Rare/Parallel Rare MA-20 GREAT TENGU Dark/Animal Warrior - Spirit/5/1900/1700 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. If this card does damage to your opponent, he or she skips his or her next Battle Phase. MA-21 OTOHIME ("DRAGON PRINCESS") Light/Magic User - Spirit/3/0/100 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. If this card is Summoned or Reversed, you may change the mode of 1 of your opponent's face-up Monsters. MA-22 HINOKAGUTSUCHI ("FIRE STARTER") Fire/Fire - Spirit/8/2800/2900 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. If this card does damage to your opponent, your opponent discards his or her hand during the next turn. Ultra Rare/Parallel Rare MA-23 ASURA Light/Angel - Spirit/4/1700/1200 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. This card can attack each of your opponent's Monsters on the Field. Super Rare MA-24 FUSHINOTORI ("FIREBIRD OF LIFE") Fire/Bird - Spirit/4/1200/0 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed. If this card does damage to your opponent, you gain that many Life Points. MA-25 RAREMETAL VALKYRIE Type: Fusion Monster Earth/Machine/6/1200/500 Fusion: [Rare Metal Lady] + [Rare Metal Soldier] During the Damage Step when this Monster attacks your opponent directly, increase this Monster's attack strength by 1000. If this card is on the Field, you may switch it with a [Raremetal Knight] from your Fusion deck. (Not during the turn that this card is Special Summoned.) MA-26 RAREMETAL KNIGHT Type: Fusion Monster Earth/Machine/6/1200/500 Fusion: [Rare Metal Soldier] + [Rare Metal Lady] During the Damage Step when this Monster battles another Monster, increase this Monster's attack strength by 1000. If this card is on the Field, you may switch it with a [Raremetal Valkyrie] from your Fusion deck. (Not during the turn that this card is Special Summoned.) MA-27 SPIRIT-SEALING MIRROR Normal Magic Look at your opponent's hand, choose a Spirit Monster there, and discard it to the Cemetery. MA-28 ELEMENTAL SPRING Permanent Magic Whenever a Monster on the Field is returned to a player's hand, you gain 500 Life Points. MA-29 A MIND THAT REFLECTS AS WATER Equipment Magic If the Equipped Monster's attack strength is 1300 or greater, destroy this card. The Equipped Monster is not destroyed by Battle, or card effects that target Monsters. MA-30 THE LEGENDARY CITY ATLANTIS Field Magic This card's name is treated as if it was [Sea]. The Level of Water Main-Type Monsters in a player's hand and on the Field are reduced by 1. Increase the attack and defense strengths of all Water Main-Type Monsters on the Field by 200. MA-31 THE FUSED WEAPON, MURASAME BLADE Equipment Magic Can only be Equipped on a Warrior Sub-Type. Increase the Equipped Monster's attack strength by 800. This card cannot be destroyed by the Effects of cards that destroy Magic cards. Rare MA-32 THIEVING SMOKE BOMB Equipment Magic If this card is destroyed by another card effect while Equipped on a Monster, look at your opponent's hand and choose 1 card there to be discarded. MA-33 FORCED TRANSFER Normal Magic Each player chooses 1 of his or her Monsters on the Field, then exchanges control of those Monsters. The chosen Monsters cannot change their modes during this turn. MA-34 SPIRIT FIXATION EQUIPMENT Permanent Magic While this card is on the Field, Spirit Monsters remain on the Field. During your End Phase, discard 1 card from your hand or destroy this card. MA-35 SECOND CHANCE Permanent Magic While this card is on the Field, once during a turn, if a coin is flipped, you can negate that flip and force it to be flipped again. Rare MA-36 DISTURBANCE BETWEEN HEAVEN AND EARTH Permanent Magic While this card is on the Field, each player plays with his or her deck face up. MA-37 QUIET THEFT Normal Magic Target a Monster. If that Monster does any Battle Damage to your opponent during this turn, your opponent discards 1 card at random from his or her hand. MA-38 GENOCIDE WAR Normal Magic Destroy all your Monsters and your opponent's Monsters during the End Step in which they went through the Damage Step during this turn. Rare MA-39 MAGIC GARDNER Normal Magic Choose 1 of your face-up Magic cards on the Field and put 1 counter on it. If the chosen card would be destroyed, remove 1 counter from it instead. Super Rare MA-40 CHAINED DYNAMITE Normal Trap This card becomes an Equipment card, increasing the attack strength of 1 of your Monsters by 500. If this card is destroyed by another card effect while it is an Equipment card, choose 1 card from the Field and destroy it. Rare MA-41 LOST Normal Trap Remove 1 card in your opponent's Cemetery from the game. MA-42 BUBBLE CRUSH Normal Trap Each player chooses his or her cards from the Field and in his or her hand and discards them until each player has no more than 5 cards total on the Field and in his or her hand combined. MA-43 IMPERIAL OPPRESSION Permanent Trap While this card is on the Field, each player may pay 800 Life Points to negate and destroy a Special Summon. Rare MA-44 BOTTOMLESS PIT TRAP Normal Trap Destroy and remove from the game a Monster with an attack strength of 1500 or more that was Summoned, Reverse Summoned or Special Summoned. MA-45 ALLERGY TO SIMOCHI Permanent Trap Effects that restore your opponent's Life Points become effects that do damage to your opponent. MA-46 ILL PREDICTION Permanent Trap During your Standby Phase, choose 1 card from your opponent's hand. Guess whether it is a Monster, Magic or Trap card, and if you are correct, do 700 damage to your opponent. MA-47 GRASP OF THE SPIRITS Permanent Trap When a Spirit Monster of yours is returned to your hand, your opponent chooses 1 of his or her Monsters on the Field and returns it to his or her hand. Pay 500 Life Points during your Standby Phase or destroy this card. MA-48 BODY STRENGTHENING SUPPLEMENT SUPER Z Normal Trap During this turn, if your opponent does 2000 or more damage to you at one time, before you reduce your Life Points, you gain 4000 Life Points. MA-49 LOST PROPERTY Normal Trap Activate during your opponent's Draw Phase. Your opponent puts 1 of the cards he would draw into his or her Cemetery. MA-50 DEVIL COMEDIAN Normal Trap Guessing whether a flipped coin is heads or tails. If you are correct, remove all cards in your opponent's Cemetery from the game. If you are incorrect, take a number of cards from the top of your deck equal to the number of cards in your opponent's Cemetery, and put them in your Cemetery. MA-51 LAST BATTLE! Normal Trap You can only activate this card if you have 1000 or less Life Points and only during your opponent's turn. Choose 1 of your Monsters on the Field, and all other cards on the Field and in each player's hand are placed in the Cemetery. Afterward, your opponent Special Summons a Monster from his or her deck, and both Battle (Battle Damage to players is negated). At the end of the turn, the player with the remaining Monster wins the duel. Otherwise, it's a tie. Super Rare MA-52 BLACK DEMON'S DRAGON Type: Fusion Monster Dark/Demon/9/3200/2500 Fusion: [Demon Summon] + [Red Eyes Black Dragon]. Ultimate Rare ----------------------------------------------------------------- Fin.