Pegasus Crawford

        In my last article, I talked about the game Yu-Gi-Oh! Duelists of the Roses, describing how the gameplay works and some of my own strategies. Today I’ll be looking at the story a bit, and one of the more frustrating enemies you must face, Pegasus Crawford. If you haven’t seen the last article and aren‘t familiar with the game, I recommend you read my last article first.
        To begin with, you play a featureless protagonist simply referred to as the “Rose Duelist”, a duelist whose skills are said to be legendary. Your character presumably comes from modern times, but has been summoned far into the past to participate in the War of the Roses, a war that happened in the late 1400s between the Lancastrians and the Yorkists over the English throne.
        The duelist is summoned by Simon, a Scottish druid, at Stonehenge. Simon asks you your name, and after you come up with one he presents you with a deck. There are a few to choose from, and the decks you are presented with are tied to what name you picked, I believe. In any case, he then explains the rules of the game with a tutorial.
        After that he is about to spirit you away to meet his ruler so you can aid their fight, before he is stopped by Christian Rosenkreuz, but he refers to be called Seto. Obviously this is the game’s equivalent to Kaiba, and as the player will soon see, all of the major characters are counterparts to a character from the Yu-Gi-Oh! anime or games.
        In any case, he points out they are surrounded and have no means of escape. However, rather than simply taking you and Simon into custody, he decides to offer you a choice to join his side. He knows that the only way to return you to your own time is through the same spell that got you here- which can only be accomplished by using the eight Red Rose cards, owned by Simon’s side, and the eight White Rose cards, owned by Seto’s group.
        The White Rose cards are being used as a giant barrier to keep the Lancastrians at bay, stopping them from waging war with the Yorkists. People can go to and from just fine, apparently, but any visibly armed force would be stopped. Simon made use of this by taking the red cards to Stonehenge and using the spell, which requires the red cards be used inside the influence of the white ones.
        What all this means to the duelist is that all sixteen cards must be collected before the duelist can go home. As Seto points out, both sides have equal cards, so by that logic they could join either side- but also that Simon’s group was desperate enough to summon them in the first place, while the white rose group is currently winning. He urges the player to side with him and the winning side, more likely to get you home. Simon, on the other hand, states and hopes that the duelist is too honorable and kind to turn down his plea for help.
        It’s up to you, of course, and if you want to unlock everything you will have to play through both sides once. If you take Seto’s side, you will fight the protagonists of Yu-Gi-Oh!, ending with Yugi himself, whereas Simon’s side pits you aginst the villains, ending in Seto. Today, however, we are focusing on one particular enemy you fight on the heroes’ side.
        Pegasus Crawford is one of the most difficult enemies you’ll face in this campaign, short of Seto and the final boss, and even then I’d say it can be a close match. When you challenge him, as with any enemy, you are taken to the board where the game takes place, customized for this particular duel. Generally this offers the enemy player some significant advantage, and Pegasus is no exception, but in this case it is also elegantly made to resemble a fort.
        You start on the bottom half of the map, which is covered in two rows of Meadow squares. These offer an advantage to Warrior monsters and a disadvantage to Spellcasters, but in this case that isn’t especially important. Going north from there you’ll come to a horizontal line of Sea spaces, with two Normal spaces breaking up the line. The next row is Labyrinth spaces, broken in the same manner, and the next row is Toon spaces with the Normal spaces breaking them up too. After that it is two rows entirely of Toon spaces. Taken together, you are starting in a field outside Pegasus’s fort, with a moat and two drawbridges, leading into his castle, which is basically one big Toon world.
        As I said, your side of the map doesn’t matter much, as Pegasus wisely never sends his cards out of his castle. Therefore, you have to lay siege to it. Pegasus’s Deck Leader never moves unless you are closing in, instead opting to surround himself in traps and monsters. This makes said siege rather difficult, as almost all of his monsters are powered up by the terrain, while most anything you use will be weakened. This is made even worse by his extensive use of traps.
        Specifically he has Mesmeric Control, which spellbinds a attacker for one turn and reduces their attack by 500 points. Combined with the terrain, that’s a 1000 decease. Spellbinding Circle is even worse, trapping them for three turns and reducing them by 600. If you have an exceptionally strong monster, they might trip his Invisible Wire trap, which destroys any monster with under 3000 attack when they trigger it.
        Even if you do not get your own monsters in range of his, he has other ways of hurting you as well. Specifically he has three Tremendous Fire cards. These are some of my favorites, for an obvious reason- it does 1000 damage to your enemy directly, and the only way it could be stopped is if you happen to have Magic Jammer set up to stop spells. But even if you do, you aren’t likely to have three of them. To reiterate, he can instantly strip away a fourth of your life points, and he can do it three times!
        He hasn’t run out of tricks yet though- he also has the Dragon Capture Jar, a magic card that permanently spellbinds all dragon monsters on the field, though he’s not likely to use it unless you bring out a Blue Eyes White Dragon or similar beast. If you have a permanent trap of your own set up, like Mirror Wall, which halves the attack of any monster attacking yours, or if you severely weaken one of his monsters, he can use Magic Neutralizing Field, which destroys any face up traps and removes any stat alterations, except of course those caused by terrain or leader effects.
        Speaking of terrain, there are cards that alter it to particular spaces for your benefit. You might think using that against Pegasus is a good idea- and it is, but be mindful he carries two Toon World cards which, you guessed it, transforms the surrounding area into Toon spaces. He also has Megamorph, which can power up any monster, and Fiend Castle, which works on Fiends specifically.
        And, as one last stab in the gut, he also carries two copies of Brain Control, which lets him take control of your strongest attack monster for one turn, and one Change of Heart, which lets him do the same for a monster of his choice. He most often uses this to control whatever card you have right next to you, for a sneaky attack.
        And last but definitely not least, he has Mimicat, a magic card that can bring back any used card from either Graveyard, meaning he may get a second Change of Heart, or, even worse, a fourth Tremendous Fire to finish you off, or even something he likes from your side.         However, he cannot use the card Mimicat brings back until his next turn, and you can easily deduce what card is missing from the graveyard with a glance, and you know exactly where it is once Mimicat activates, so it is possible to remove it, or take control of it before Pegasus can make use of the new card.
        Ah, but I’ve been neglecting something, haven’t I? His monsters. Well, his Deck Leader has two effects relevant to them- he powered up those of the same type, and he has a bigger range of support than most. Since he keeps everything close to him, you can bet everything will be quite a bit stronger, and yourself a bit weaker, no matter what it is.
        Luckily, this bonus only applies to Spellcasters, and none of his are strong attackers. However, fitting his defensive play style, they are strong defenders, and a 1000 bonus can make just about anything hard to beat. His strongest attacker of them would be Rouge Doll, which jumps up to 2600, while the best defender would be Illusionist Faceless Mage, which has a maximum of 3200 defense. However, his strongest attacker over all would be Toon Summoned Skull with a boosted 3000 attack, plus potentially the two Fiend Castles he is holding onto.
        So, faced with all this, how to do you deal with him? My suggestion would be to bait him. Bait his cards to come after yours by the drawbridge. While you cannot trick them into leaving the Toon spaces, you can get them to attack you on the Normal spaces, and you can always have traps waiting for them. In this way you can weaken his monsters and do damage.
        And of course, if you have your own Change of Heart or Brain Control, you can take control of the cards he keeps around him all the time to get the advantage. Make use of spellbinding monsters to get rid of his own too. I would also suggest you commit yourself to either the right or left drawbridge rather than attempting to fight him on both fronts, as that can make it hard to send support or monsters where you want them to be. He also expects you to be cautious, so don’t be scared of sending, say, Fake Traps in to trigger his real traps. Lastly, I would also highly recommend getting any monster that has the effect of not damaging your life points if it loses, like Sanga of Thunder, and any life recovery cards, both for fairly obvious reasons.
        And that is about it! This boss was notoriously difficult for me when I first faced it, and I would honestly say it is worse than any but the final boss itself. But like any of the fights in this game, losing isn’t so much a defeat as it is a chance to study the enemy and improve, whether by changing your cards or just learning what the foe in question is capable of. Every experience, whether a win or a loss, is a chance to get stronger.

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