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Yu-Gi-Oh! Forbidden Memories is a Yu-Gi-Oh! video game for the PlayStation. The game takes place in both modern times and Ancient Egypt, and the player character switches accordingly. Throughout most of the game, the protagonist is Atem, the Prince of Ancient Egypt. After the high priest Heishin and his right-hand man, Seto, overthrow the Pharaoh, he sets out to free Egypt from Heishin's tyranny and is accidentally transported to modern times, where Yugi is dueling in a tournament. The prince must find his way back, collect the Millennium Items, and defeat Heishin and Seto once and for all.

The game serves as an Alternate Universe to the manga and anime. It has two sequels, Yu-Gi-Oh! The Duelists of the Roses and Yu-Gi-Oh! The Falsebound Kingdom.

The game was one of a few that were released before the trading card game was, and as such, uses prototype rules that were originally considered for the TCG. Major differences include no tributes being necessary to summon level five and higher monsters, all monster cards being normal monster cards, only one card being placed on the field each turn, fusion being done without the card Polymerization, and the majority of the possible fusions not being actual fusions in the TCG. The game is additionally poorly balanced, with the vast majority of cards being monster cards, and the few magic and trap cards having simple effects that are usually not useful, while the ones that are useful are nearly required to beat the game.

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This game provides examples of:

  • Adam Smith Hates Your Guts: The max amount of Star Chips you can get winning a duel is five, and any decent card costs hundreds or thousands of Star Chips. Pocket Station-exclusive cards cost 999,999 Star Chips, and you can't win them from dueling.
  • Adapted Out: Since the game was made before Battle City and the Ancient Egypt arcs were finalized, Marik and Thief King Bakura don't appear, with Kaiba having the Millennium Rod in the present day instead.
  • Adaptation-Induced Plot Hole: In order to Ritual Summon Black Luster Soldier, you need to have on the field Gaia the Fierce Knight, Kuriboh, and Beaver Warrior and then activate Black Luster Ritual. In the manga, Yugi used Gaia, Kuriboh, and Griffore for the ritual. While Griffore does appear in-game, Beaver Warrior is used for the ritual, catching manga readers off-guard.
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  • Adaptation Personality Change: Due to the game being released before Battle City came out, Ishizu/Isis and Priest Seto are majorly different than their manga and anime counterparts. Isis is fierce and proud, while Seto's an outright villain.
  • Adaptational Villainy: This version of Priest Seto rivals Death-T era Kaiba in terms of villainy and pettiness. He serves as Heishin's right-hand man and was responsible for seizing all of Egypt, kidnapped Teana as a hostage to lure you into a deadly Shadow Game, was fine with the murders of the Prince's parents and prevented him from seeing his parents' bodies, and is descended from evil sorcerers and plans to renew a pact with DarkNite in order to rule the world. His stated reason for doing all this is because he's nobility and deserves to rule.
  • The All-Seeing A.I.: Pegasus, Seto 3, Heishin, DarkNite, and Nitemare can all see your cards and therefore can't be bluffed.
  • All There in the Manual: The manual contains a letter from Pegasus J. Crawford explaining that the game is based on an archaeological find.
  • And I Must Scream: Heishin is sealed into a card at the end. It isn't very long because DarkNite then burns the card.
  • Animation Bump: When attacking an opposing monster with your own, by pressing the square button, you can view a 3D battle sequence between the monsters. Most of the monsters have low quality models, but some of the more popular/noteworthy monsters have higher quality models. Compare the models of the Blue-Eyes White Dragon and Red-Eyes Black Dragon to the models of Tiger Axe and Dragon Zombie.
  • Arbitrary Headcount Limit: Your deck must have exactly 40 cards, no more, no less.
  • Artificial Brilliance: Seto 3 is smart enough to place Raigeki on the field before summoning a monster so he can defeat you on his next turn.
  • Artificial Stupidity: The AI in this game has several flaws.
    • If you have a face-up monster on your side of the field while the AI has no monsters, every duelist except the low mages will always play a single monster card. This can be exploited to ensure your opponent does not fuse or equip their monsters, and prevents them from using magic/trap cards.
    • The AI will never put a monster of 3000 or higher base attack in defense mode, and some monsters that have much higher defense than attack will never attack you.
    • If the AI's monsters are not strong enough to destroy any monsters on your field, they'll always switch them to defense (with the exception of 3000+ monsters) even if their attack is equal to yours.
    • The AI will switch their monsters into defense when they're bluffed into not attacking your facedown monster. This can be exploited to defeat high attack, low defense monsters that you would be unable to destroy otherwise.
    • If your life points are low and you have a powered-up monster on the field, the AI will fruitlessly attack it with their monsters if the difference between their attack and your monster's original attack would have been high enough to wipe out your remaining life points.
  • Awesome, but Impractical:
    • Ritual cards can be used to summon very powerful monsters you otherwise wouldn't have access to without cheating, with an extravagant animation for the summoning process. However, each ritual card requires three specific monsters on your field to work, and most of the required monsters are too weak to keep alive long enough without significant assistance.
    • Dark Hole destroys every single card on the field, but due to the one-card-per-turn limit and having to play a card before beginning your turn, using it will ensure your field will be left completely empty on your opponent's turn, giving them a chance to attack freely.
    • Magic cards that only destroy a single type of monster are too specialized to be consistently useful, besides a few opponents whose strongest monsters are of the same type.
  • The Battle Didn't Count: Heishin will continue to duel you into submission if you manage to beat him at the start of the game.
  • Big "NO!": The final boss lets out one that fills two text boxes with Os.
  • Boss Game: Since you normally get a Game Over for losing even once, the entire game is this.
  • Boss in Mook Clothing: Villager 2 doesn't even get a name, but he will likely serve you your first loss due to having powerful cards and fusions for that point in the game. If you're really unlucky, he can fuse a Twin-Headed Thunder Dragon.
  • Bonus Boss: Several opponents in the game are completely optional to duel.
    • Simon Muran, who you can duel if you return to the palace before you attend the festival.
    • Jono and Teana, as well as Villagers 1, 2, and 3, who you can duel in the dueling ground.
    • Seto 1, who you can duel if you attend the festival with Teana.
    • When you return to the past, you can duel Jono and Teana 2 in the hidden dueling ground, as well as duel against Villagers 1 and 2.
    • Seto 2, who you can duel if you traverse the labyrinth to rescue Teana after defeating 2 mages, but before defeating all of them (if you do this after defeating them, you go to the end game instead). This bonus boss is notable as it allows you to skip dueling the Labyrinth Mage in the final boss rush.
  • Boss Rush: The end game requires you to duel and defeat six or seven opponents in a row, with no chance to retreat and save in between.
  • But Thou Must!: There are a few instances where you're given a choice on what action to take in a confrontation, but the game requires you to pick a specific option to progress the story. Not choosing it will result in a character prodding you to pick the required choice until you do it. Averted with the initial choice to sneak out and enjoy the festival, as you can just give up when Simon catches you and skip the first act of the game.
  • Changing Gameplay Priorities: Early on, the game favors basic fusions. As the game progresses, you'll start focusing more on fusing for the Twin-headed Thunder Dragon and its support. By the end game, you'll move away from fusion and rely on the Meteor Black Dragon and other powerful individual monsters with heavy equip and magic support.
  • Clipped-Wing Angel: Zigzagged with Nitemare. On the one hand, he has no magic, trap, or equip cards in his deck, meaning once you have a monster stronger than the strongest one he has, you'll have the duel won regardless of how badly you were getting beaten. On the other hand, he does has Blue-Eyes Ultimate Dragon in his deck, which can very quickly destroy your run if you can't draw the cards needed to overpower it or remove it from the field.
  • The Computer Is a Cheating Bastard:
    • Some opponents (Pegasus, Heishin, Seto 3, and Darknite/Nitemare) are able to read what cards you have face down on the field, and thus can't be bluffed. Your opponents also have complete access to the cards you cannot legitimately obtain.
    • If you attempt an S-Tec on Heishin, he can have multiples of each Exodia piece in his deck to ensure an instant win.
    • The computer will swap cards during their turn for another card in their deck that is most beneficial to them. This results in the AI's deck nearly always effectively being top-loaded with the strongest monsters they have, and a useful magic card if their field isn't empty.
  • Covers Always Lie: The Pharaoh is holding up a Magician of Black Chaos on the cover, but the card was only included in the Pocket Station, rendering US and EU players unable to get it.
  • Crutch Character: Almost all of the fusions besides the Twin-Headed Thunder Dragon and Meteor Black Dragon are useful early on, peter out in mid-game, and are wastes of deck space by the end game.
  • Damsel in Distress: After you beat two of the high mages, Heishin has Teana kidnapped and brought to his shrine. When you choose to rescue her is up to you, though waiting until after you beat all the high mages will make the endgame slightly more difficult and make Seto 2 lost until your next playthrough.
  • Developers' Foresight: You can beat Heishin at the very beginning of the game, even if not on a New Game Plus. Heishin muses "Not bad, boy," but then reduels you until you lose to him.
  • Difficulty Spike: The early game starts out easy with the exceptions of Heishin and Villager 2. Kaiba's tournament in the present has each of your opponents rapidly get stronger and more difficult. And the game never lets up from here on out. The Boss Rush in the endgame has six or seven straight duels with no save point, and every duelist has powerful monsters, spells, and traps.
  • Disc-One Final Boss: Seto Kaiba is the final opponent in his tournament and the final opponent in the present arc. He's the first opponent you have to beat that has a high chance of using a monster with 3000 attack, and he has his own unique battle music.
  • Disc-One Nuke: The Twin-Headed Thunder Dragon fusion. To create one, all that is required is any Dragon type monster and any Thunder type monster, with one of them having an attack of 1600 or higher. The Twin-Head has an attack of 2800 and is compatible with two field cards and many equip spells, making it easy to power up. With proper deck building around it, the Twin-Head can be reliably used to take on any monster outside of the Blue Eyes Ultimate Dragon, and carry the player to the endgame.
  • Distressed Dude: After you beat Seto for the final time to stop him from taking the Millennium Items to resurrect DarkNite, Heishin takes Seto hostage by holding a knife to his throat in demand for the Items.
  • Ditto Fighter: In Free Duel, there's an opponent named Duel Master K that's available from the start, and is never seen in the campaign mode. His deck is a copy of the player's deck.
  • Dummied Out: The original Japanese release of the game was compatible with the Pocket Station, with features that allowed players to obtain cards that otherwise could never be won from dueling. International releases of the game had the Pocket Station features removed, rendering said cards unobtainable without cheating.
  • Early-Bird Boss: Weevil Underwood is the second opponent the player faces in Kaiba's tournament, as well as the third mandatory opponent. Weevil's basic monsters are a step up from Rex, as are his fusions, and his duel teaches the player about grinding and basic fusion.
  • Early Installment Weirdness: Gameplay wise, the rules of dueling are quite different from what they later became.
    • No tributing is needed to summon any monster card, fusions don't require a magic card to fuse and most fusions have general requirements rather than specific monsters, only one card can be played on the field at a time, you draw until you have five cards in your hand and you cannot skip a turn without playing a card, and there are several ritual monsters that aren't ritual monsters in the card game.
    • Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later became canon. Since this was made before the official appearances of Ishizu and Marik, Ishizu becomes Isis and is more antagonistic than in canon, Marik doesn't appear at all, and the Millennium Rod belongs to Kaiba.
    • Many of the in-game cards are really early cards released in the OCG that didn't get released outside Japan until many years later, or were never released at all. The game's famed Meteor Black Dragon didn't get officially released outside Japan until 2012, 12 years after the game's Japanese release and 10 years after its localization.
  • Elemental Rock–Paper–Scissors: Each monster can be given one of two alignments available to it, with each alignment being strong against one and weak to another. When a monster fights a monster with an alignment it's strong against, it'll temporarily gain 500 attack and defense points for that battle. The alignments go Sun (Light) -> Moon (Fiend) -> Venus (Dreams) -> Mercury (Shadow) -> Sun, and Mars (Fire) -> Jupiter (Forest) -> Saturn (Wind) -> Uranus (Earth) -> Pluto (Thunder) -> Neptune (Water) -> Mars.
  • Enemy Mine: Double Subverted. Seto offers the player guidance on how to find the Millennium Items and defeat Heishin, but this is all just a ploy to get the Millennium Items himself to summon DarkNite. When Heishin summons DarkNite, however, he refuses to play along and burns Heishin up in a card, threatening to do the same to the prince and Seto. Seto then tells the prince to invoke the pact with the Millennium Items' cards and defeat him.
  • Enigmatic Minion: Seto isn't happy serving under Heishin, but he's not friendly to the player, either. Teana and Jono note that he seems to have his own agenda, and it's revealed that he planned to backstab Heishin and take over himself.
  • Everything Is Trying to Kill You: Lose one duel in story mode, even against your friends, and it's game over. The only exception is the Hopeless Boss Fight against Heishin.
  • Evil Is Petty: Seto's stated reason for doing horrible things in an attempt to rule the world is because he's of noble blood and you're not, and therefore he's the only one fit to rule.
  • Expy: Jono and Teana are Ancient Egyptian Joey and Tea. This is even more prominent in the Japanese version, where Teana's name was "Anzu," the same as her future self.
  • Final Boss Preview: The Hopeless Boss Fight against Heishin in the beginning of the game shows you the kind of deck strength you're going to have to overcome in order to beat the game.
  • Flavor Text: Every card has flavor text, including what would become Effect Monsters in the real life card game, Fusion Monsters, Ritual Monsters, and even Spells and Traps.
  • Forced Level-Grinding: Once you're in the present in Kaiba's tournament, your starter deck will be far too underpowered to do much against the quickly escalating opponents. Grinding can be alleviated a bit through Start Scumming to get a better starter deck, trading cards between different files, and knowing which opponents to grind against, but even then it can take hundreds of duels before you get the cards you need.
  • The Ghost: The Prince's parents are mentioned, but never seen, and are killed offscreen.
  • Guide Dang It!: The game has several examples of this.
    • While the description of each ritual card typically gives you a hint on what cards are required, these hints are vague, and often don't cover all three monsters needed to complete the ritual. Some ritual cards don't give you any hints at all.
    • Basic monster fusions are simple enough to figure out through trial and error, and the fusions requiring specific monsters can be learned from watching what the computer fuses. Fusions requiring magic cards are extremely obtuse.
    • S-Tec-ing in theory means using a lot of magic and trap cards, but in practice it means forcing opponents to fuse until they deck out, which is an automatic S-Tec. This is especially painful when dueling Pegasus, who gives out some of the best magic and traps in the game but cannot be bluffed into fusing.
    • The correct path to traverse the labyrinth when rescuing Teana, which is right, right, left, right. While it isn't too complicated to figure out, there's no indication that taking the wrong path brings you back to the beginning.
    • The Teana capture quest happens after you beat two high mages, but you're not told about it unless you go back to the dueling ground. If you beat all the high mages before saving Teana, going through this quest will advance straight to the endgame instead of Seto 2, leaving him lost permanently for Free Duel until you beat the game and start a New Game+.
    • When you beat the game, you're given a password at the end of the credits. You're given no information on what this password does, and it does not work if you try inputting it into the game. It's a password for this game's sequel, Yu-Gi-Oh! The Duelists of the Roses.
  • Have a Nice Death: Losing to an opponent in story mode will have them comment on your defeat.
  • Hearing Voices: Kaiba claims to hear the Millennium Rod whispering for him to defeat Yugi. Given who originally owned the Rod, it's likely Priest Seto was guiding his descendant.
  • Hello, [Insert Name Here]: You can name the Prince whatever you want.
  • Heroic Mime: The Prince doesn't say a word, and when communicating to Yugi in the present, Yugi speaks for him.
  • Hopeless Boss Fight: The first time you duel Heishin, he'll be using endgame-caliber cards with monsters that possess near or over 3000 attack. If you defeat him, he'll rematch you until you lose. This is also the only duel in Campaign that you are allowed to lose.
  • Hostage for MacGuffin:
    • Near the end of the game, Heishin holds Seto in a headlock, puts a dagger to his throat, and forces you to hand over the Millennium Items so he can perform an evil ritual. Despite the fact that Seto was in the middle of performing the ritual himself until Heishin interfered, you have to do as he says.
    • Depending on whether you've defeated all the high mages or not, Seto either captured Teana to guide you to Heishin's Dark Shrine and the endgame (if you did) or to challenge you for the puzzle and simultaneously test your skill (if you didn't).
  • Impossible Item Drop: The Meadow Mage, seemingly just another low-level mook before a high mage, inexplicably gives you the best card drops out of anyone in the game. Dueling him is almost a requirement for success.
  • Impractically Fancy Outfit: Atenza the Mountain Mage has a headdress so huge it's a wonder he doesn't fall over.
  • Infinity -1 Sword: For equip cards, there's Bright Castle, which can be used to power up any monster's stats by 500 points.
  • Infinity +1 Sword:
    • The Meteor Black Dragon is the strongest monster card the player can obtain without cheating, with 3500 attack. While it doesn't have much equip versatility, it has the best possible alignments, with Mars allowing it to take out the Ultimate Great Moth without an equip, and Sun allowing it to take out the Gate Guardian without an equip, leaving the Blue-Eyes Ultimate Dragon and another Meteor Black Dragon as the only monsters it can't beat by itself.
    • Megamorph is able to power up any monster's attack and defense by 1000 points. Having at least one in your deck is usually considered mandatory for beating the game, as the endgame opponents' cards are simply too strong to be beaten by anything else without multiple equips.
  • Infinity +1 Element: Dragons are the game's most powerful monsters on average, having high attack and a variety of alignments, and have better fusion capabilities. This means dragons will be extremely valuable right from the beginning, and will be the player's main attacking force throughout the game. Their few downsides are a lack of equipment variety and a weakness to Dragon Capture Jar.
  • Instant-Win Condition: Besides reducing an opponent's LP, duels can be won in two other ways.
    • The opponent not having enough cards in their deck to draw a full hand of five cards. Since the player always goes first, the only way for the player to win by this method would be to exploit the AI into doing more fusion/card combining than themselves. Winning in this manner results in an automatic S-Tec.
    • A player having all five pieces of Exodia in their hand. It is impossible to win this way without cheating, since Exodia's legs cannot be won and cost 999,999 starchips each. A few of the opponents have access to all the Exodia pieces, but it is extremely rare for them to win this way.
  • Jackass Genie: DarkNite is supposedly bound to obey the owner of all seven Millennium Items. He is summoned by the tribute of all seven Millennium Items - which means the summoner doesn't have them anymore. He also refuses to obey those who haven't made a contract with him, like Heishin.
  • Last Lousy Point: There are several obscure cards in the game that are not that useful, but have incredibly low drop rates and are usually obtainable from only a single opponent. Unless you have the original Japanese version and a Pocket Station, there are many other cards that you cannot legitimately obtain.
  • Leitmotif: Priest Seto and Seto Kaiba get remixes of the same theme, which is used when they appear and when they duel you.
  • Lost in Translation: The Japanese subtitle for the game is "Sealed Memories", which, since the game is about the Pharaoh's forgotten memories, makes more sense than them being forbidden.
  • Luck-Based Mission: Every opponent's deck is randomized from a pool of cards they can have for that duel, with each card having a weighted chance out of 2048 of being put into their deck. If you're lucky, the AI will not have access to their best cards at all.
  • Meaningful Name: Anubisius the Forest Mage is named after Anubis, while the elite Mages Sebek and Neku are named for the Egyptian gods Sobek and Nekhbet, respectively.
  • Medieval Stasis: The modern-day tournament uses the same cards and rules as in Ancient Egypt, meaning that in-universe Duel Monsters has not changed in 3000 years.
  • Missing Secret: There are many cards in the game that you see opponents use, that cost 999,999 starchips to buy, and that you just never seem to win from dueling. These cards are not among the drop lists for any opponent in the game, and you were intended to obtain these cards through features from playing on a Pocket Station. Since the Pocket Station was never released outside Japan, these features were removed altogether in international releases and thus are impossible to obtain without cheating.
  • Money Spider: The Low Meadow Mage is famous for having the best monster drops in the game, including the Meteor B. Dragon. Pegasus has the best magic drops in the game.
  • New Game+: When you clear campaign mode, you can start the story over with an endgame deck. If you missed any of the optional opponents your first time through, you can duel them in Campaign Mode and unlock them for Free Duel.
  • Nightmare Face: Losing to DarkNite has him give an evil grin while filling up two text boxes with his laughter.
  • Nintendo Hard: Since this game was made a few years before the actual card game was released, the game is extremely unbalanced. Additionally, the deck strength of your opponents scale rapidly once you progress past the early game, the opponents will have access to many powerful cards you'll never legitimately be able to use, and you will need to grind a lot, often to just defeat the next opponent in the story, and especially to be able to survive the endgame.
  • Noble Demon: Secmeton the Sea Mage accepts losing gracefully, complimenting your skill.
  • Non-Indicative Name: Despite the fact that there is a Card Shop, you don't actually buy any cards from the card shop. You only save and build your deck in the Card Shop.
  • One-Winged Angel: After beating DarkNite, he'll transform into NiteMare and rematch the player, this time with a monster-only deck with all the strongest monsters in the game.
  • Opening the Sandbox: Once the Present Day arc is completed, you can fight the rebellious priests in any order.
  • Orcus on His Throne: While Heishin was very proactive in the beginning of the game, once you return to the past, he leaves the Prince alone to beat all the high mages and recollect the Millennium Items at his leisure.
  • Peninsula of Power Leveling:
    • The Low Meadow Mage is tough to beat early on but drops many powerful cards at shockingly high rates, including the Meteor Black Dragon. Almost everyone who beat the game did so after some really extensive grinding against him.
    • Heishin becomes available in Free Duel after you duel him in Campaign, meaning you'll have access to him early in the game. He has the second best card drops in the game after the Meadow Mage and drops many endgame-caliber cards that the Meadow Mage doesn't. As soon as the player's deck gets good enough to start getting wins against Heishin, he becomes a very valuable grinding target.
    • While S-Tecing Pegasus is very difficult, he drops Widespread Ruin, Bright Castle, and most importantly, Megamorph.
  • Power Up Letdown: While Metalzoa has 400 more ATK points than Zoa does, Zoa's alignment is Mercury, which allows it to defeat the Blue-Eyes Ultimate Dragon with proper equip spells. Metalzoa loses Mercury in exchange for Mars, which is much less useful. Zoa also gets a stat advantage with the Yami field, which endgame opponents use exclusively.
  • Production Foreshadowing: Upon beating the game you're given one of several random passwords depending on the name you put for the file, which does not work in Forbidden Memories. The passwords are for Yu-Gi-Oh! The Duelists of the Roses, where they're used to unlock powerful, game breaking cards.
  • Random Drop: Every time you win a duel, you are given a card from the drop list of the opponent you defeated. Getting a S/A Pow rating can get you the strongest monster cards the opponent can drop, while S/A Tec rating can get you the strongest magic cards the opponent can drop.
  • Rare Random Drop: Some cards have ridiculously low drop rates in the game and only drop from one or two opponents. Unless you're particularly lucky, you will have to duel the opponent who drops them hundreds or even a thousand times just to get a single copy of the card.
  • Rule of Three: You can only bring at maximum 3 copies of the same card in your deck.
  • Shock and Awe: As a nod to its electric attacks in the anime, Summoned Skull's possible guardian stars are Moon (Dark) and Pluto (Thunder).
  • The Unfought: In the present day tournament arc, Joey enters the tournament alongside you and wants to duel you in the finals. Kaiba is your opponent in the finals instead, having presumably defeated Joey on the other side of the semi-finals, after which Joey is never seen nor mentioned again without you ever dueling him. Tea and Ryou Bakura in the present day are also never dueled despite you dueling their past and Yami counterparts, though neither had the buildup Joey had.
  • Useless Useful Spell: The majority of the magic and trap cards in the game have situationally useful effects or are just not useful enough to use at all.
  • Villain: Exit, Stage Left: After you beat the final boss, Seto escapes and is never seen again.
  • Wake-Up Call Boss: Pegasus is a significant step up from prior opponents, with powerful magic/trap cards, good equips, monsters with 2000+ attack, and the capability to create powerful fusions. He is also the only opponent not in the endgame to be able to see your facedown cards, and if the player is unlucky, he may even play a Meteor Black Dragon. He is likely to be the first serious roadblock in a player's progress and drive it in that grinding and proepr strategy is an absolute necessity.
  • Warmup Boss: Rex Raptor, who is the first opponent you duel in Kaiba's tournament, and the second mandatory duel overall (the first being Heishin). His cards are even weaker than some of the people you dueled in the early game, and he can be reliably defeated with an unmodified starter deck.
  • Xanatos Gambit:
    • Priest Seto enacts one that spans the whole game. He serves Heishin faithfully at first, seizing control of the palace and Egypt as a whole. When the prince returns from the future, however, he goes behind Heishin's back and gives hints about how to overthrow him. His plan is to gain the Millennium Items that Heishin's Mages guard, use the Items to renew a pact with DarkNite, and rule the world—which he only tells you after you collect the Items, defeat Heishin and do his work for him. If the prince failed in his quest, Seto would defeat Heishin and take over himself. If he succeeded in defeating Heishin, he'd take the Items from the prince instead. The only thing Seto didn't count on was losing his duel with the prince and Heishin having seen his treachery coming and staging his defeat. To top it off, his deck is even stronger than the final boss's, meaning he was prepared for how strong it was.
    • He also pulls a smaller-scale version by kidnapping Teana. If the prince came to her rescue after defeating all of the High Mages, Seto could use this as an opportunity to guide the prince to the Dark Shrine and the endgame. If the prince came to her rescue before defeating all of the High Mages, he could use this as an opportunity to test the prince's strength. If the prince loses, he gains the Millennium Puzzle and can carry out the rest of his plan by himself. If the prince wins, then this just justifies Seto's confidence that the Prince is the perfect pawn to carry out his plans with.
  • You're Insane!: Simon Muran asks Heishin if he's mad at the beginning of the game, when he invades the Pharaoh's palace. Heishin just brushes him off, stating he's there to take his throne.
  • You Make Me Sic: Doma the Angel of Silence is misspelled as "Angle" in the card's graphic, but is spelled normally in text.

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