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Yu-Gi-Oh: The Falsebound Kingdom 2

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Yu-Gi-Oh: The Falsebound Kingdom 2
Developer(s) Zodiac Productions
Publisher(s) Nintendo
Platform(s) Wii U
Genre(s) Strategy

RPG

Release Date(s)
TBA
Mode(s)
Story

Challenge

Age Rating(s)
E (6+) and similar ratings in other areas.
Media Included Disc
Yu-Gi-Oh: The Falsebound Kingdom 2 is the sequel to something obvious.

Gameplay

Traveling

Unlike the previous game, which forces you to move along the path similar to many strategy games, you can choose where you go in this game inbetween missions. It works like Fire Emblem: The Sacred Stones in a way that you unlock areas when a mission there is the next one. There are also skirmishes like the previously mentioned game, which allow you a chance to get monsters you missed and some extra Exp Points. However, most of these are against soldiers in the enemy army, instead of wild monsters.

Teams

Like the previous game, you have a group of warriors with the special ability to control monsters, called Marshals. Each marhsal and monster has a compatibility orb, and if they match, then a variety of good affects happen:

  • The movement speed of the team goes faster
  • Matching monsters get more Action Points
  • Monsters that match get a slight boost in stats
  • The entire team will heal a bit faster while in villages.

Also, unlike in the previous game, where only one compatibility orb is shown, all of them show at once when viewing a team or marshal. The marshal's will be above the monster portraits, while the monsters' compatibility orbs are shown under the portrait.

Battles

Battles are exactly like the last game. There is a list of commands, being:

  • Attack - A standard attack. Costs 1 AP.
  • Special - A special move granting a benefit to your team. It may require another monster to be in battle on your side and they do it in combination (Like Dark Burning Magic needing both Dark Magician and his female student). It may have to be unlocked at a certain level. Costs 2 AP.
  • Item - Use an item. Each monster can have up to 3. Costs 1 AP.
  • Defend - Reduce damage from attacks until your next turn. Costs 1 AP.
  • Escape - Retreat from battle. Costs all remaining AP.
  • Wait - Wait a turn. No AP is used.
  • Info - See the info of each team. Doesn't take up a monster's turn.

There are 3 ways a battle can end:

  • All monsters on one team are defeated.
  • A monster succesfully does the Escape command.
  • All AP of every monster is used up.

Stats

  • LP - When a monster loses all of this, then they are defeated. Represented by a heart.
  • AP  - How many turns a monster can do something in battle. If every monster in battle uses all of these, the battle ends. Represented by a group of stars, each one representing 1 AP.
  • Offense - How strong a monster is. The higher it is, the more damage can be dealt. Represented by a sword.
  • Defense - How bulky a monster is. The higher it is, the less damage is taken when hit. Represented by a shield.

Missions

This was almost forgotten about! In missions, you have to choose your marshals, up to a certain maximum, and also assemble your teams. When your ready, you can start one. You can choose to use a standard controller, having the same gameplay style as the previous game, or use a gamepad. There are some differences with the gamepad:

  • You can use Icon Mode on the touchscreeen, without having to switch.
  • In addition, you can choose a marshal at the bottom of the touchscreen, and you can draw their route instead of it being a straight line.
  • You can choose everything during battles on the touchscreen instead of using the buttons.

Also, in missions, there are now weathers. There are many types, each having a different effect.

  • Sunshine - Land and Air monsters have their normal speed, but Aqua monsters are a little slower.
  • Rain - Air monsters are slowed down, Aqua monsters are sped up, Land monsters remain the same.
  • Fog - Reduces sight to around each team. Air monsters have more sight.
  • Sandstorm - Same effect as Fog, but not as limited sight. Aqua monsters are slowed down slightly, Land ones average, and Air monsters are slowed down dramatically.
  • Wind - Air monsters are sped up, all others are the same.
  • Flood - Land monsters are reduced in speed, but Aqua monsters are sped up dramatically. Air monsters are the same.

Compatibility

As previously mentioned, there is a compatibility orb for every monster, each a different color. There are many matchups with different effects, with an exact match having the best effect for the monsters. There are 6 match-up levels, from worst to best (Horrible, Bad, Neutral, Good, Great, Perfect) Compatibility Chart:

Color Red Light Blue Dark Blue Dark Purple Light Purple Light Green Green Grey Light Grey Yellow Pink Orange White Black
Red Perfect Bad Neutral Good Good Bad Horrible Bad Bad Neutral Good Great
Light Blue Bad Perfect Great Good Great Great Good Bad Good Good Bad Bad
Dark Blue Neutral Great Perfect Great Good Good Great Good Neutral Good Horrible Bad
Dark Purple Good Good Great Perfect Good Neutral Good Good Neutral Bad Good Neutral
Light Purple Good Great Good Good Perfect Neutral Neutral Bad Good Bad Great Neutral
Light Green Bad Great Good Neutral Neutral Perfect Great Neutral Bad Great Bad Bad
Green Horrible Good Great Good Neutral Great Perfect Good Bad Great Horrible Bad
Grey Bad Bad Good Good Bad Neutral Good Perfect Great Neutral Bad Neutral
Light Grey Bad Good Neutral Neutral Good Bad Bad Great Perfect Neutral Good Good
Yellow Neutral Good Good Bad Bad Great Great Neutral Neutral Perfect Neutral Great
Pink Perfect Neutral
Orange Neutral Perfect
White Perfect
Black Perfect

Story

Boss Semi-boss

Yugi's Campaign

Scott has returned, and has created a device that traps the mind into a sequel to Kingdom. It is robotic, and he sent it to Yugi and many others for revenge of the past time he tried.

Mission 1: The Imperial Guard

Yugi wakes up inside a room in a castle. When he does, a man walks into the room, with a white suit and blue hair. He refers to Yugi as the Imperial Guard. Yugi, confused by this, asks whats going on.  He "reintroduces" himself as Adofo, and Yugi is the Imperial Guard in Knegol. Adofo is the Royal Vizier for the Emporer. He tells about an invading army, and how he must help protect the country. He finds Mokuba, who is a knight for the army. He, along with Mokuba and Adofo, find a small group in this army in Ferln and defeats them.

Enemies:

  • Soldier (Dancing Elf L2, Swordsman from a Foreign Land L2, Harpie Girl L2)
  • Captain (Celtic Guardian L4, Kuriboh L3, Feral Imp L2)

Monsters:

  • Feral Imp L1 - Defeat the boss.

Mission 2: Great Missionary

Yugi continues onto Geran to find a misssionary, Eshe. She is a traveling marshal in Knegol, and she challenges Yugi. After defeating her and Tristan, her escort, she sees Yugi's strength and joins.

Enemies:

  • Tristan (Armored Rat L2, Giant Soldier of Stone L4, Winged Dragon, Guardian of Fortress #2 L3)
  • Eshe (Amazoness Archer L3, Dancing Fairy (Mona) L4, Harpie Girl L3)

Monsters:

  • Hane-Hane/Silver Fang/Amazon of the Seas - Fight the group in a forest. Level 15/16/15 when fought, level 1 when joining.
  • Crystal Beast Ruby Carbuncle - Found in Sen as L4.
  • Swordsman from a Foreign Land - Found in Hie as L3.

Mission 3: Great Mountains

The group go and finds a sealed off area in the middle of a group of mountains. They decide to stay there for a day to rest. Then they get ambushed. After the battle, a soldier begs for mercy from Yugi when he was securing the area. He explains of some of the many errors done by the Emporer, and was about to say he was a member of something, but then Adofo comes in and defeats him, saying he's trying to manipulate Yugi.

Enemies:

  • Soldier (2) (Swordsman from a Foreign Land L3 (2), Feral Imp L2)
  • Soldier (2) (Harpie Lady L1 (Airo), Kanikabuto L2, Kuriboh L2)
  • Soldier (Dancing Elf L2, Dancing Fairy (Mona) L2, Harpie Lady (Ocupete) L1)
  • Captain (Blackland Fire Dragon L6, Beta the Magnet Warrior L3, Amazonness Chain Master L3)

Monsters:

  • Beta the Magnet Warrior/Blackland Fire Dragon/Amazonness Chain Master all L1 - Defeat Boss

Mission 4: Empire's Shadows

Yugi goes to the capital again, investigating to see if what the survivor said was true. However, he sees that there has been an assault on a weaker city. Fizdis is in the battle, trying to stop the group, but he can't do it alone.

Enemies:

  • Soldier (3) (Swordsman from a Foreign Land L6, Armed Ninja L4, Ansatsu L2)
  • Soldier (Harpie Lady (Keraino) L3, Dancing Fairy (Tusca) L3, Dancing Elf L6)
  • Soldier (2) (Amazoness Chain Master L3, Elemental Hero Avian L4, Neo-Spacian Grand Mole L3)
  • Tea (Amazon of the Seas L6, Crystal Beast Amethyst Cat L8, Dancing Elf L6)
  • Joey (Time Wizard L8, Flame Swordsman L6, Baby Dragon L6)
  • Bakura (Ansatsu L8, Armed Ninja L6, Swordsman from a Foreign Land L6)
  • Seto (Hitotsu-Me Giant L9, Mystical Elf L10, La Jinn the Mystical Genie of the Lamp L9)


Monsters:

  • Illusory Gentleman(L15)/Dharc the Dark Charmer(L16)/Dark Elf (L14) All level 1 when joining - Defeat them in the forest outside Vali.

After the battle, Yugi gets to the castle and overhears a private conversation with Adofo and someone else. Adofo says he will keep the group in the game as long as possible, so that the other can get revenge. Later, Yugi talks to Adofo, and locks the door with his monsters inside. Adofo confesses: He is really a worker for Scott, who has planned revenge on Yugi, this time trying to keep them in forever. Yugi leaves the room, and blocks the door so Adofo can't escape, and he tells it to the rest of the group, and they take him hostage with them.

Seto's Campaign

Mission 1: Flower of the Dawn

Seto Kaiba suddenly wakes up in a forest, lost. He finds he is with a group of monsters, and starts traveling. In the forest, he finds Joey and Tea with their own monsters seemingly making a plan, and they invite Kaiba. They explain that they seem to be in another one of Scott's games, and like last time, must find their way out. A resistance member was there before, and discussed the plans as the three were given roles of other members: Attack at the weakest points of the empire, and hide when being searched. They also needed a route to follow to be as unnoticable as possible. At that moment, guards from the empire attack.

Enemies:

  • Soldier X2 -  (Elemental Hero Avian L1, Man-Eater Plant L1 X2)
  • Soldier - (Feral Imp L1, Buten L1, Mystic Horseman L1)
  • Captain - (Baby Dragon L6, Fox Fire L6, Buten L6)

Monsters:

  • Baby Dragon/Fox Fire/Buten L1 - Defeat boss.

Marshals

If you've already played one campaign, then the level of the monsters in the other are increased by 30 for when they join. This does not apply to the unlockable campaign.

Yugi's Campaign

Name Ability Starting Monsters Compatibility Orb
Yugi Master of the Egyptian Gods Kuriboh L4, Ancient Dragon L2, Neo-Spacian Aqua Dolphin L3 Light Purple
Mokuba Discount Mystic Horseman L2, Man-Eating Plant L3, Penguin Warrior L3 Light Blue
Adofo (Only Missions 1-4) Navy Horn Imp L2, Bokoichi the Freightening Car L3, Armed Ninja L3 Black
Eshe Healer Amazoness Archer L3, Dancing Fairy (Mona) L4, Harpie Girl L3 White
Tristan Constructor Armored Rat L2, Giant Soldier of Stone L4, Winged Dragon, Guardian of Fortress #2 L3 Grey
Fizdis Constructor Amazoness Trainee L5, Elemental Hero Burstinatrix L6, Fairy Dragon L5 Light Green
Weevil Healer Kamakiriman L7, Hercules Beetle L7, Basic Insect L7 Green
Isis Master of the Egyptian Gods Dark Magician L8, Mystical Elf L8, Winged Dragon Guardian of the Fortress #1 L8 Dark Purple
Mai Healer Harpie Lady (Airo) L10, Elemental Hero Avian L10, Harpie's Pet Dragon L10 Pink
Rex Raptor Constructer Two-Headed King Rex L12, Serpent Night Dragon L12, Crawling Dragon #2 L12 Red

Seto's Campaign

Name Ability Starting Monsters Compatibility Orb
Seto Master of the Egyptian Gods Hitotsu-Me Giant L3, D.D. Warrior L3, Blade Knight L4 Light Grey
Tea Healer Amazon of the Seas L2, Crystal Beast Amethyst Cat L3, Dancing Elf L3 White
Joey Constructor Celtic Guardian L3, Time Wizard L2, Cloudian - Storm Dragon L3 Orange
Bakura Discount Ansatsu L3, Neo-Spacian Air Hummingbird L4, Dancing Fairy (Wesna) L4 Yellow
Espa Healer Jinzo L4, Brave Scizzar L5, Z-Metal Tank L4 Green
Mako Navy Giant Jellyfish L6, Fiend Kraken L6, Kairyu-Shin L5 Dark Blue
Atem Master of the Egyptian Gods Silent Magician L8, Gaia the Fierce Knight L8, Silver Fang L8 Dark Purple
Mana Discount Dark Magician Girl L11, Dandylion L11, Crystal Beast  Sapphire Pegasus L11 Light Purple
Aziza Constructor Athena L10, Aurora Peragon L10, Celestia Lightsworn Angel L10 Light Blue
Pegasus Constructor Blue-Eyes Toon Dragon L13, Toon Dark Magician Girl L13, Dark Rabbit L13 Red

Monster List

The stats given are at Level 1.

Monster Name Types LP (Life Points) AP (Action Points) Off. Def. Normal Attack Compatibility Orb Special Effect Other
Kuriboh

Dark

Fiend

500 4 300 200 Needle Storm - May cause the Poisoned status. Light Purple Golden Rain - Gives all ally monsters Natural Healing, while a random monster gets A Barrier, a different one gets B Barrier, and the last one gets C Barrier. Recovers some LP every turn. Can be turned into Winged Kuriboh (The Level 10 one, but it doesn't say Lv 10) when Transcendant Wings is used on this monster.
Swordsman from a Foreign Land

Earth

Warropr

650 3 250 250 Purple Blade - Inreased critical chance, and always causes the Poisened status. Green Dicing Mist - Does a powerful attack on one enemy. All Poisoned monsters in battle take more damage if this monster's in it. None.
Penguin Warrior

Water

Aqua

700 3 900 800 Spinning Blade - May hit another opponent. Dark Blue Tornado Blade - Does a powerful attack on all enemies. When this monster is defeated, all monsters are revived with some LP. None.
Crystal Beast Ruby Carbuncle

Light

Beast

Crystal Beast

500 5 300 300 Ruby Flash Light Blue None This monster raises all ally monsters Offense by 300 for every Crystal Beast Monster in the battle including this. None
Crystal Beast Amethyst Cat

Earth

Beast

Crystal Beast

700 4 1200 600 Amethyst Nail Light Blue Blurring Slice (L5) - Attacks all enemies, however it does half damage None None
Crystal Beast Cobalt Eagle

Wind

Winged-Beast

Crystal Beast

950 3 1400 800 Cobalt Wing Light Blue Protection Tornado (L7) - All ally monsters gain B Barrier and C Barrier. None. None.
Crystal Beast Amber Mammoth

Earth

Beast

Crystal Beast

1500 2 1700 1600 Amber Stomp Light Blue None When a Crystal Beast Monster (Other than this) is attacked, this card takes 6/11 of the damage the ally would've took. None
Crystal Beast Sapphire Pegasus

Wind

Winged-Beast

Crystal Beast

750 3 1800 1200 Sapphire Horn Light Blue None. Other Crystal Beast monsters gain 100 Attack. None.
Crystal Beast Topaz Tiger

Earth

Beast

Crystal Beast

750 3 1600 1000 Topaz Bite Light Blue None. When attacking, a random enemy monster gets hit with a 400 power (At least at level 1) attack. None
Crystal Beast Emerald Tortoise

Water

Aqua

Crystal Beast

2000 2 600 2000 Emerald Cutter Light Blue Super Defense (L10) - All monsters gain A Barrier, C Barrier, B Barrier, Natural Healing, and gain 300 DEF. Enemy monster have their Attack equal: ATK/DEF (Whichever is higher) - DEF/ATK (Lower) = Monster Attack. None.
Rainbow Dragon

Light

Dragon

Crystal Beast

1500 3 4000 0 Crystal Beam Light Blue Rainbow Gem Blaster (L35) - All enemies take massive damage. This card gains 50 ATK for every 2% of damage an ally Crystal Beast monster has taken. None.
Neo-Spacian Aqua Dolphin

Water

Aqua

Neo-Space

1000 2 600 800 Bubble Storm Green None If you control a monster with higher Offense than any of your opponents, then that card loses 150 Offense. None
Ancient Dragon

Light

Dragon

800 2 1400 1300 Flame Blast Grey None For the first 3 turns of battle, this cards attack is increased by 300. None
Horn Imp

Dark

Fiend

700 3 1300 1000 Hook Sling Green None None None
Bokoichi the Freightening Car

Dark

550 3 500 500 Choo-Choo Blue None None None
Armed Ninja

Earth

Warrior

450 4 300 300 Hook Flare Yellow None None None
Amazoness Archer

Earth

Warrior

Amazoness

1000 2 1400 1000 Swift Bolt Red Sacrifice - Each of the ally monsters take 1/2 of their max LP of damage, but it reduces the LP of all enemies to 1. None None
Dancing Fairy (Mona)

Wind

Fairy

850 4 1000 700 Aria Arrow - May cause Natural Healing to herself. White Artha's Wrath (L15 - Can only be done if Mona, Wesna, and Tusca are all in battle.. They summon a great beam, with a figure inside resembling a large fairy, and it deals major damage to all enemies. She recovers some HP each turn. She is one of 3 of the same monster: the other 2 being Tusca and Wesna.
Dancing Fairy (Tusca)

Wind

Fairy

850 4 1000 700 Sonata Shot - May cause Paralasis. White Artha's Wrath (L15) - See Dancing Fairy (Mona) She recovers some HP each turn. She is one of 3 of the same monster: the other 2 being Mona and Wesna.
Dancing Fairy (Wesna)

Wind

Fairy

850 4 1000 700 Ballad Bomb - May cause Poison. White Artha's Wrath (L15) - See Dancing Fairy (Mona). She recovers some HP each turn. She is one of 3 of the same monster: the other 2 being Tusca and Mona.
Harpie Girl

Wind

Winged-Beast

Harpie

650 5 500 500 Scratch Pink None None

With Commencement Dance, this card turns into Harpie Lady (Iras).

Armored Rat Dark 650 3 950 1100 Nibble
Giant Soldier of Stone Earth 1000 2 1300 2000 Dual Slice
Winged Dragon, Guardian of the Fortress #2 Wind 650 3 1200 1000 Rapid Fire
Amazoness Trainee Earth 700 3 1500 1300 Chain Bolt
Elemental Hero Burstinatrix Fire 650 3 1200 1000 Fire Sphere
Fairy Dragon Wind 700 3 1100 1200 Rose Fire
Harpie Lady (Airo)

Wind

Winged-Beast

Harpie

700 3 1300 1400 Scratch Crusher Pink Tri-Ecstasy Spark (L19) - Can only be done with Ocupete, Airo, and Keraino are all on the field. This attack does major damage to all enemies with Red, Blue, and Yellow sparks, like in the previous game. All Wind monsters on the ally side gain 300 Offense.
Harpie Lady (Ocupete)

Wind

Winged-Beast

Harpie

700 3 1300 1400 Scratch Crusher Pink Tri-Ecstasy Spark (L19) - See Harpie Lady (Airo). Enemy effects are negated.
Harpie Lady (Keraino)

Wind

Winged-Beast

Harpie

700 3 1300 1400 Scratch Crusher Pink Tri-Ecstasy Spark (L19) - See  Harpie Lady (Airo). Enemy's attacks take double the AP every other turn.
Harpie Lady (Iras)

Wind

Winged-Beast

Harpie

550 5 1200 1000 Elegant Slice Light Purple Elegant Egotist (L16) - Iras drains the LP of all enemies, which is evenly divided to heal all allies. Iras takes 1/6 of the damage her ally would've taken to reduce damage to said ally. This monster is the transformation of Harpie Girl after using Commencement Dance on her. This is also Harpie Dancer.
Harpie Lady (Elena)

Wind

Winged-Beast

Harpie

1300 2 1900 1200 Crushing Grip Pink Great Tornado (L25) - Elena creates a large tornado with her inside it, which hits all enemies for major damage. All enemies lose 100 Offense and Defense. This monster is Harpie Queen.
Dark Elf

Dark

Spellcaster

1100 2 2000 800 Dark Blast White Shadow Mist (L17) - Can only be done with both Dark Elf and Mystical Elf in battle. They both blast powerful beams that hit all opponents for great damage. None. None.
Mystical Elf

Light

Spellcaster

1100 2 800 2000

Misty Gale

White Shadow Mist (L17) - See Dark Elf. None. None.
Eria the Water Charmer

Water

Spellcaster

Charmer

750 3 500 1500 Shining Water Dark Blue Holy Water (L20) - She creates a great tsunami to attack the opponents. Enemy Water monsters lose 500 ATK and DEF. None.
Gigobyte

Water

Charmer

450 4 350 300
Lyna the Light Charmer

Light

Spellcaster

Charmer

750 3 500 1500 Shining Light Light Blue Holy Light (L20) - She creates a giant beam of light that heals allies. Enemy Light monsters lose 500 ATK and DEF
Happy Lover

Light

Charmer

500 3 800 500
Hiita the Fire Charmer

Fire

Spellcaster

Charmer

750 3 500 1500 Shining Flare Light Blue Holy Fire (L20) - Hiita makes a giant inferno blast at all enemies. All Enemy Fire monsters lose 500 ATK and DEF
Fox Fire

Fire

Charmer

400 5 300 200
Wynn the Wind Charmer

Wind

Spellcaster

Charmer

750 3 500 1500 Shining Gale Light Blue Holy Song (L20) - She sings, having the same effect as Kuriboh's Golden Rain. All Enemy Wind monsters lose 500 ATK and DEF
Petit Dragon

Wind

Dragon

Charmer

600 3 600 700
Aussa the Earth Charmer

Earth

Spellcaster

Charmer

750 3 500 1500 Shining Quake Dark Blue Holy Stone (L20) - Aussa Makes a large avalanche of rocks rain down on the enemies. All Enemy Earth monsters lose 500 ATK and DEF
Archfiend Marmot of Nefariousness

Earth

Charmer

550 4 400 600
Dharc the Dark Charmer

Dark

Spellcaster

Charmer

750 3 500 1500 Shining Beam Dark Blue Holy Judgement (L20) - He glows with a golden aura, and blasts all enemies with a shining beam. All Enemy Dark monsters lose 500 ATK and DEF
Meda Bat

Dark

Charmer

550 3 800 400 Dark Blast
Baby Dragon

Wind

Dragon

600 3 1200 700 Tiny Flare Orange None None. When Time Wizard's special attack Time Roullete is done correctly while this monster is on his side, then it becomes the Thousand Dragon.
Time Wizard

Light

Spellcaster

600 3 500 500 Time Magic - Paralyzes Orange Time Roullete (L8) - The roullete on his wand is started. If it lands on a Time Machine, the battlers go forward in time by 1,000 years, making the enemies frail. If it lands on a skull, then all ally monsters lose LP equal to half their maximum. None None.
Flame Swordsman

Fire

Warrior

950 2 1800 1600 Flaming War Sword Orange Salamandria (L10) - All opponents take damage equal to half their max LP. None. None.


Blue Flame Swordsman

Fire

Warrior

650 2 1800 1600 Flaming War Sword Orange None. When this card is defeated, an ally Flame Swordsman gains 750 attack.

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