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Culdcept DC FAQ

Culdcept Second FAQ v1.02 (9/24/01) by Gene
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Culdcept Second (DC)
1-4 Players
1 Disc
Genre: Board Game (Table)
Memory: 50 blocks +
Keyboard, Modem support, Visual Memory Support

1) Introduction
2) Frequently Asked Questions
3) How to play
3.1) At the Main Menu
3.2) Controls
3.3) Dice Menu
3.4) Card Menu
3.5) Command Menu
3.6) Screen Layout
4) Game Rules
4.1) Winning the Game
4.2) The Game Turn
4.3) Terrain
4.4) Special Game Squares
4.5) Combat
5) Customizing Your Deck
5.1) Deck Rules
5.2) Creature Cards
5.3) Spells and Items
5.4) Your Starting Deck
5.5) Combos
5.6) Sample Decks
6) Characters
6.1) Enemy Character List
7) Game Cards
8) Game Effect Lists
8.1) Castle Effects
8.2) Shrine Effects
9) Story Mode Walkthrough
10) Maps
11) Secrets
12) Appendices
12.1) Version Changes
12.2) Real Cards and Downloading Cards
12.3) Miscellaneous / Et Cetera

1) Introduction

This game is an original fantasy board and card game. It is the first for the Japanese Dreamcast. There were predecessors, Culdcept Expansion and Expansion Plus for the Sony PlayStation, and the original game came out for the Sega Saturn. It came out on July 12, 2001 for 6800Â¥, only in Japan.

2) Frequently Asked Questions

Q) Can I play it without much knowledge of Japanese?
A) Well, it isn't that bad. There are a lot of pictures of things and there are only a few commands which you use regularly. There isn't much English, but it is easily playable without much knowledge of Japanese. The game is quite simple to play.

Q) What is the game like?
A) It is like a mix between a board game and a strategy card game. If you are a fan of either game, you should really give it a try.

Q) Is the game any good?
A) Yes! The game received 10,10, 9 from three reviewers in Dreamcast Famitsu magazine. It received Platinum ranking with reviews of 9,9,9,10 in Famitsu magazine and 9,9,8 in Dreamagazine. It is very well-made with network support. It is the third full game of the series that has improved with every game.

Q) I only have one of Card X in my deck, how come I can have two in my hand at once?
A) When you have pulled all of the cards from your deck, your deck is replenished back to full, even with the cards that are still in play. Therefore, you can have two cards in play, even though there is only one in your deck.

Q) What happens if I can't pay my opponent when I land on their square?
A) If you have sold all of your locations and still owe, then you return back to the castle and start with the original G. However, the full amount is paid to your opponent even though you don't have enough to pay them.

Q) How do I get the Vandal Gear card?
A) You need to have the Battle Gear A and Battle Gear B cards. Put them into your deck. In the game, place one of them into play. When combat occurs with one of them, summon the other as an item. They will merge in battle. You can never have it in your deck as a single card. You must merge it on the game board.

3) How to play

This is a board (tabletop) game. Your objective is to have collect enough G before your opponents do. You do this by controlling areas on the board with creatures that you summon. Players (called Cepters) affect  each other by attacking each other's creatures with their own. Players cannot directly attack each other, but can cast spells on each other. If you lose a battle on an opponent's square, you must pay them (rent) as G.

3.1) At the Main Menu

Story Mode
Story mode is where you fight the enemy characters in a set of games, collecting cards as you go along to make your deck (of cards) better. You can save at any time in a game and also between games. You must re-organize your decks between battles as you gain new cards. At the start of the Story mode, you choose your character's appearance on the game board. This has no effect in the game. Afterwards, you will be shown a map of the game world and you must choose your path.

Load
Load from your current position in Story mode.

Battle Mode
Battle mode is simply a stand-alone map against human or computer opponents. When beginning Battle mode, you must choose the map and the characters and which controller they use before starting the game. To begin, choose new character. Here are the options:
Load Character (from Story Mode)
AI Character (your edited character controlled by the computer)
Story Mode Character (from Story Mode)
New Character (from scratch)

When choosing a map, you can set the goal, etc. Some of the maps have limitations to the amount that you can change an option. Here is a list of the options:
Start map (begin game)
Goal (1000-90000G)
End Turn (0-none)
BGM (select background music)
Turn Clock (0-99secs)
Taunts (On or off)
Card Capture (0-4 cards)
Terrain (Original, random or all neutral)
Sudden death mode (On or off)
Return (return to previous menu)

If you select your character, you bring up another list of options:
Book Stock
AI Pics
Rules Options
Save Data exg
Delete Trade
Return Manual

Book - edit your deck of cards
AI - edit/create a computer opponent
Rules - edit the rules of the game
Save - save your progress to memory card
Delete - delete this character from this game (not from memory card)
Return - returns to previous menu
Stock - view all the cards that this character has accumulated
Pics - view all the pictures and movies accumulated
Options - change the game options
Data Exg - Import or export data
Trade - trade cards between saved characters
Manual - view the game manual

Replay Mode
You can save a replay into memory after completing a map, either story or battle. Here you can view the game that you played again from start to finish. You must have saved a replay to play this mode. There are no default replays.

Homepage
Go to the Culdcept homepage.

Manual
Here you can view the game's manual in electronic format.

3.2) Controls

Joystick/d-pad selects between menus and squares
A accepts
B cancels or returns a menu
Y brings up the game map
L cycles through status info on the squares
R brings up the status information
Start brings up the electronic manual

In combat, all the buttons are used for item select.

In game, there are three basic menus:
- The middle menu is the card menu.
- The top menu is the dice menu.
- The bottom menu is the command menu.

3.3) Dice Menu

This is the menu for movement. When you select this menu, you will see a round display with the numbers from 1-10*. You must move this number of squares, but at intersections, you may choose either route.
* Note the movement maximum varies with the map.

3.4) Card Menu

Here you can see the cards that you currently have in your hand. You can cast one per game phase by selecting a spell card before movement. You can only hold a maximum of 6 cards at a time. If you have more than 6, you must immediately discard one of them.

3.5) Command Menu

A) Terrain Sub-menu
Terrain Level Up
- Here you can increase the level of the terrain.
- Higher terrain level gives higher HP to the creature on it, if they are a creature of the same terrain.
- Higher terrain level increases the cost when landing on it.
- Terrain may be increased to level 5 maximum.
Change Terrain
- You may change the terrain to another type for a base cost of 100G, which rises with the number of controlled squares in that area.
Move Creature
- You can move a creature one space, between terrain squares.
Exchange Creature
- You can exchange the creature on the square to another in your hand.
- You still pay the activation cost of the new creature.
Activate Creature power
- You can activate a creature's special power by paying the cost stated
- Only special creatures have special powers that can be activated here

* If you land on a square such as a Tower or Castle, you can access the Command menu for any square that you control. If you access the Command menu at other times, you can only access the squares that you crossed this turn
in the Command menu.

B) Map
- Displays the game board.

C) Options
- Shows the in-game options:
- Sound, Stereo or Mono
- Message speed, 1-5
- Vibration, On or Off
- Change the position of the screen

D) Display Status
- Shows the Status menus

E) Help
- Displays the electronic manual

F) Save (Story mode only)
- Allows you to save the game

G) End turn
- Ends your current turn

3.6) Screen Layout

At the top of the screen, there is the display for G.
The top number is the number of G available for each player(pool).
The bottom number is the number of G secured in total.
To the right of these numbers are the letters NESW for the checkpoints visited by the player.
At the bottom of the screen, you can see the current menu.

4) Game Rules

4.1) Winning the Game

The player that accumulates the set number of G is the winner. To accumulate G in locations, players must increase the level of the terrain. By doing this, they increase their magic point total but reduce G from their pool. The magic point pool is used to cast spells, execute commands, etc. It is the immediate pool from which the player draws their power. If your pool is reduced below zero, you must relinquish control the magic that you have stored in locations on the board. Think of the pool as the money in your pocket and the stored magic as your bank account. If you run out of money, you have to go into your bank account and withdraw. To be crowned the winner, you must be the first player with the appropriate G to reach the castle.

If you cannot pay enough G when you land on an opponent's square, you are
forced back to the castle and are re-instated with the starting amount of G.

4.2) The Game Turn

In every game turn, each player may do each of the following things:
*Draw a card*
- First a player receives a new card from his deck (or book).
- If a player has more than 6 cards, they immediately discard one.
*Cast a spell*
- A player may then cast a spell (use a spell card).
- This is optional.
*Move*
- A player must move (by using the dice or a spell card).
*Place a creature / Command*
- After a player has moved, a player may place a creature if the square is empty.
- If the square is occupied, the player may initiate combat.
- In some cases, the player may access the command menu instead of placing a creature.

4.3) Terrain

There are six types of terrain for the squares in the game. They are: Fire, Water, Air, Earth, Neutral and Rainbow. The creatures in the game are born of the basic terrain (there are no Rainbow creatures). If a creature is placed on the same type of terrain, then it gains a HP bonus in combat equal to Terrain level X 10. You can increase the level of terrain from 1-5 by accessing the command menu. In the command menu, you can also change the terrain that your own to any that you wish at a cost of G. The more creatures that you control
in an area, the higher the cost when an opponent lands on one of those squares. Neutral creatures never receive a HP bonus, even if they are on neutral terrain. Rainbow terrain gives a bonus to any non-neutral creature. However, the value of the terrain is only 80% of the regular terrain types. Some creatures receive special bonuses in specific terrain and others can never be placed on some terrain. Some more powerful creatures require that you own a number of terrain in an area before you can place them (usually a map is divided into two or three areas).

Each map is divided into one or more areas. In each area, terrain has a certain value. This value depends on several things, including the number of a terrain that a player owns, past the first, and the map. This value affects the amount that player pays when landing on it (rent). Value goes up and down during the game as players exchange locations and change the terrain level. Players may use the Chapel to invest G in a terrain for a certain area. Later, the player can sell back his investment for a higher or lower level.

To power up a terrain to a higher level, the costs are as follows:
Level 1 -
Level 2 100
Level 3 300
Level 4 700
Level 5 1500

The cost associated with landing on a square depends on the number of the same type of terrain owned by the opponent and the level of the terrain landed on:

Number of squares
Level 1 2 3 4 5+
1 20 30 36 40 44
2 40 60 72 80 88
3 160 270 288 320 352
4 480 720 844 960 1056
5 1280 1920 2104 2560 2816
Note: Some of the squares or maps have 80% or even 50% of these values. Usually, rainbow areas are less value than the other terrain.

The value of the squares (pool) also changes on the number of the same type of terrain and the level:

Number of squares
Level 1 2 3 4 5+
1 100 150 180 200 220
2 200 300 360 400 440
3 400 600 720 800 880
4 800 1200 1440 1600 1760
5 1600 2400 2880 3200 3520

4.4) Special Game Squares

Game squares are special locations or buildings on the board. When you land on these squares, if you do not use the properties of the square, you can execute a command from the command menu.

Castle
- The castle is the main building in the game.
- You begin and end the game in this square.
- You receive a salary (and sometimes bonus) after reaching the checkpoints.
- You can access the command menu (for all creatures) if you land on it.

Tower
- The towers are checkpoints. Once you have reached all of the checkpoints, go to the castle to receive your salary.
- You can access the command menu (for all creatures) if you land on it.

Temple (Bank)
- Here you can make an offering to your god. (see Terrain)
- Top menu is to buy.
- Middle menu is to sell.

Shop
- These are card shops where you may take an extra card if you land on it.
- You can choose any type of card, creature, item or spell.
- It will take a card randomly from the rest of your deck.
- If you do not have any of that type left, you must choose another type.

Shrine
- You get a random effect (good or bad) when you land on it. (see lists)

Warp
- You are transported to another Warp square if you land on it.

Bridge
- You are transported to another bridge space when you land or pass it.

4.5) Combat

When attacking, you will see a bubble appear above each creature.
Up Arrow - Your creature's Strength + Support Bonus is greater than the defending creature's HP + Terrain bonus
Equals - Your creature's Strength + Support Bonus is equal to the defending creature's HP + Terrain bonus
Down Arrow - Your creature's Strength + Support Bonus is less than the defending creature's HP + Terrain bonus
Shield - Creature cannot attack, only defend
Land Marker - You do not control enough terrain to place the creature yet
G - You do not have enough G to place the creature
X - The Creature has an aversion of this terrain and cannot be placed on it
Card - Creature cannot be placed because you have no cards to sacrifice.

*Be careful! This does not include things like Attacks First and other abilities so at times, it looks like an easy battle and you will lose. These markers should be used only as a guide for combat.

If you choose not to attack a creature when you land on a square, you can access the command menu instead. You will be penalized in the same amount of G as if you had lost the combat. After choosing the combatants, the attacker will choose the item that they wish to use in the combat, if any, then the defender does the same. Next, combat ensues. Unless there are other effects, the attacker will attack first, dealing his adjusted strength in damage to the defending creature's HP. If the defending creature survives, then he may attack back, dealing damage in the same manner.

Combat can be modified by item or creature effects such as Attacks First, or Petrifaction. After combat has been resolved, the combat result is one of the following:
- Attacker wins and the attacking player gains control of the square.
- Defender wins and the defending player gains control of the square.
- The combat is drawn (no winner) and defender still controls the square.
- Both creatures are killed and nobody controls the square.

Combat Modifiers:
- Support Bonus is the number of creatures that you control in the area.
- Support Bonus can be used in attacking and defending.
- You gain +10 ST for one creature on either side.
- You gain +20 ST for creatures on both sides.
- Terrain Bonus can be used only in defending.

5) Customizing your Book of Cards

Between maps in the Story mode, you can customize your deck (book of cards). Before entering the next map, select the third option to copy your book, and select the fourth to edit your book. When editing your book, you have several options:
- Edit Book
- Rename Book
- Divide Book
- Delete Book

5.1) Deck Rules

There are several rules that you must follow when customizing your deck:
- You must have 50 cards in your deck.
- You can have zero of a single card minimum.
- You can only have 4 of a single card maximum.

5.2) Creature Cards

Make sure that your deck is tailored to the map and opponent that you are playing. Also, make sure that you keep a good balance between weak, cheap creatures and big, expensive creatures. There's no sense in having a deck full of expensive creatures that you can't cast until later in the game. Always try and represent a good balance between the terrain also. The creatures that adapt to any terrain are generally a bit weaker, so don't rely on too many of them. Try and keep a balance of around 40-70% creatures, with the rest as spells and
items or any combination that you like. Creatures are a basic part of the game, spells and items aid them. As for specific card-types, be careful. Card summoners and sacrificers are great cards in attacking enemy creatures, but you need to fuel them with other cards. If you put too many of them in your deck, you won't have the cards to use them properly. You should also be careful of creatures that require controlling terrain before using them because too many in a deck can be disastrous. At the start, you won't be able to concentrate on a
single terrain or two. You just have to take the cards you can and add them wherever you can. Later on, once you have collected enough cards, you can start to make your own specialty decks and work on your favorite terrain and cards.

Here are some thoughts on the colors and the strengths / weaknesses of each:

Neutral

Offensive Power: ***
Defensive Power: ***

Best Offensive Cards
1) Ninja
2) Lunatic Hare
3) Werewolf
4) Samurai
5) Cleric

Best Defensive Cards
1) Decoy
2) Wonder Wall
3) Horned Chameleon
4) Borgess
5) Archbishop

Fire

Offensive Power: ****
Defensive Power: ***

Best Offensive Cards
1) Sorcerer
2) Barrow Wight
3) Gladiator
4) Fire Giant
5) Pyrallis

Best Defensive Cards
1) Will-o'-the-Wisp
2) Gas Cloud
3) Old Willow
4) Pyro Drake
5) Domovikha

Water

Offensive Power: **
Defensive Power: *****

Best Offensive Cards
1) Lilith
2) Mujina
3) Grendel
4) Medusa
5) Hyde

Best Defensive Cards
1) Charon
2) Vodyanoi
3) Undine
4) Wall of Ice
5) Kelpie

Earth

Offensive Power: ***
Defensive Power: ****

Best Offensive Cards
1) Cerberus
2) Wereboar
3) Coati
4) Hunbaba
5) Ghoul

Best Defensive Cards
1) Vampire
2) Gargoyle
3) Grimalkin
4) Green Mold
5) Mummy

Air

Offensive Power: *****
Defensive Power: **

Best Offensive Cards
1) Knight
2) Nightmare
3) Night Fiend
4) Gremlin
5) Gouda

Best Defensive Cards
1) Mermecoleo
2) Nike
3) Hurricane
4) Leveller
5) Griffon

5.3) Spells and Items

The spell and items that you will find most useful will depend on your deck and the cards that you have chosen. But, here are some selections that are generally the better cards:

Best Items
Catapult
Trident
Battering Ram
Vorpal Sword
Water Shield
Wind Amulet
Plate Mail
Counter Amulet
Gremlin Amulet
The Hand
Petrify Stone
Holy Grail

Best Spells
Evil Blast
Quicksand
Senility
Squeeze
Drain Magic
Peace
Meteor
Land Protect
Revelation
Remove Curse
Relief
Reincarnation

5.4) Your Starting Deck

Your starting deck depends on chance. There are two different decks which you may be assigned:

Type 1: Earth and Fire Deck
Fighter x 2
Giant Rat x 2
Goblin x 2
Wolf x 2
Dragonfly x 2
Gas Cloud x 2
Minotaur x 2
Pillar of Flame x 2
Dwarf x 2
Pan x 2
Tiger Beetle x 2
Wall of Stone x 2
Woodfolk x 2
Chain Mail x 2
Freeze x 1
Mace x 2
Leather Armor x 2
Long Sword x 2
Cure x 1
Fly x 2
Holy Word 1 x 2
Holy Word 6 x 2
Magic Bolt x 2
Manna x 2
Shatter x 2

Type 2: Air and Water Deck
Fighter x 2
Goblin x 2
Skeleton x 2
Wolf x 2
Giant Amoeba x 2
King Tortoise x 2
Lizardman x 2
Marfolk x 2
Wall of Ice x 2
Giant Bat x 2
Harpy x 2
Hornet x 2
Hurricane x 2
Sprite x 2
Chain Mail x 2
Fire Bolt x 1
Leather Armor x 2
Long Sword x 2
Mace x 2
Cure x 1
Fly x 2
Holy Word 1 x 2
Holy Word 6 x 2
Magic Bolt x 2
Manna x 2
Shatter x 2

5.5 Combos

2 Card Combos (Beginner)
Golden Totem + Soul Hunt
Powder Eater + Mutation
Decoy + Gem of Life
Cornfolk + Golden Goose
Son Ascetic + Igneous Fatui
Gnome + Greed
Cait Sith + Buckler
Archer + Revelation
Basalt Idol + Dynamite
Mistletoe + Iron Idol
Ninja + Hell Blaze
Cerberus + Claymore
Nightmare + Claymore
Ray of Law + Revival
Permission + Recall
Kelpie or Old Willow + Mine
Kelpie or Old Willow + Holy Word 0
Leprechaun + Dynamite

2 Card Combos (Intermediate)
Ring of the Succubus + Lunatic Hare
Weakness + Luna Stone
Decoy + Smoke Torch
Decoy + Phantasm
Mad Clown + Virus
Gladiator + Claymore
Night Fiend + Wind Amulet
Soul Collector + Tempest
Grendel + Weakness
Changeling + Demonic Trade
Goblin's Lair + Demonic Trade
Trample Weed + Earth Shaker
Barrow Wight + Fire Shield
Wonder Wall + Holy Grail
Medusa + Battering Ram

3 Card Combos (Advanced)
Aurora + Eclipse + Grace
Mutation + Exorcism + Land Protection
Life Force + Barrier + Reincarnation
Permission + Recall + Aports
Tempest + Life Stream + Insect Swarm

5.6) Sample Decks

Here are some simple deck ideas:

Balanced Deck
Decoy x 2
Ninja x 1
Fighter x 2
Will-o'-the-Wisp x 2
Gladiator x 2
Sorcerer x 1
Wall of Ice x 2
Lilith x 2
Lizardman x 1
Green Mold x 2
Wall of Stone x 1
Wereboar x 2
Knight x 2
Hurricane x 3
Battering Ram x 2
Claymore x 2
Counter Amulet x 2
Gaseous Form x 2
Hell Blaze x 2
Holy Grail x 2
Holy Word 1 x 2
Holy Word X x 1
Land Protection x 1
Reincarnation x 2
Relief x 1
Revelation x 1
Revival x 1
Senility x 1
Shatter x 3

Offensive Deck
Cleric x 1
Decoy x 3
Gold Idol x 2
Ninja x 3
Samurai x 2
Steam Gear x 2
Gladiator x 3
Sorcerer x 3
Knight x 3
Night Fiend x 2
Nightmare x 3
Claymore x 2
Gremlin Amulet x 2
Masamune x 2
Nuclear Fusion x 2
Ring of the Vampire x 1
Catastrophe x 2
Haunt x 1
Judgment x 1
Land Transfer x 3
Meteor x 1
Peace x 2
Reincarnation x 1
Replace x 1
Revelation x 1
Revival x 1
Rust x 1

Defensive Deck
Cray Idol x 2
Decoy x 2
Gold Totem x 2
Horned Chameleon x 2
Silver Idol x 2
Wonder Wall x 2
Domovikha x 2
Gas Cloud
x 2
Old Willow
x 1
Will-o'-the-Wisp x 2
Charon x 1
Hyde x 1
Kelpie x 1
Lilith x 2
Lizardman x 3
Undine x 1
Vodyanoi x 1
Wall of Stone x 3
The Hand x 2
Water Amulet x 2
Water Shield x 1
Barrier x 2
Holy Word 1 x 2
Land Protection x 2
Life Stream x 1
Mass Growth x 1
Reincarnation x 2
Relief x 1
Shatter x 2

Spell Deck
Archbishop x 2
Gold Totem x 2
Angostura x 2
Green Mold x 1
Wall of Stone x 2
Mummy x 2
Gaseous Form x 2
Ice Shield x 2
Drain Magic x 3
Fairy Light x 1
Haste x 2
Holy Word 1 x 2
Insect Swarm x 2
Life Stream x 2
Land Transfer x 3
Manna x 3
Meteor x 2
Reincarnation x 3
Revival x 2
Shatter x 3
Squeeze x 2
Tempest x 2

6) Characters

You can never control these characters in the game. These are your opponents. When you start a new game, you choose what your character looks like, but it doesn't give you any special bonus. Each character has a certain type of deck that they control. When you fight them, they will use the same deck (sometimes they have two decks). Since Culdcept Second, now the characters vary slightly with their actions (e.g. which spell to cast, offensive or defensive, etc). However, the main difference is still the character's deck.

6.1) Enemy Character List

Ryvern
Zagol
Selena
Leo
Luthien
Pickett
Aldha
Dr. Morroc
Gemmory
Whirlwind
Gamygin
Mullyn
Balberit
Goligan

7) Game Cards

All game cards have an activation cost. There are 450 game cards in total. Generally, the rarer the card, the more powerful, but still basic cards are always helpful and some cards are better than others regardless of rarity. The Extra Rare cards are acquired when you have completed a set of each terrain and when you complete the entire universe and are very powerful.

8) Game Effect Lists

These are the lists for the various game effects, which are in Japanese.

8.1) Castle Effects

When passing the Castle after the checkpoints, players may receive a bonus:
- Depending on the number of times you've reached the castle,
- How much terrain you possess,
- How much you have stored in the bank,
- Bonus effects from Shrine, and/or
- All your creatures are healed 20% of MHP (always happens)

8.2) Shrine Effects

- Activation cost of Items and Creatures are increased for three rounds
- Activation cost of Spells are increased for three rounds
- Activation cost of Items are reduced for three rounds
- Activation cost of Spells are reduced for three rounds
- Activation cost of Creatures are reduced for three rounds
- All creatures in area take damage=50% of MHP
- All creatures of a single terrain in an area have strength reduced by 20%
- All creatures of a single terrain in an area have MHP reduced
- All creatures of a single terrain in an area take damage=20% of MHP
- All creatures of a single terrain in an area are healed
- All creatures of a single terrain in an area have strength increased
- All creatures of a single terrain in an area have MHP increased
- All players gain G
- Bonus salary 30% when you reach the castle
- Can't use item cards for three rounds
- Don't pay for landing on opponent's squares (1 round)
- Don't receive G for opponents landing on your squares (1 round)
- Draw two cards
- 5% of your G is given to all other players
- G leader trades G with person with the least G.
- Ownership of a square is changed to a random player
- Player gains 200 G
- Player gains 50 G
- Player gains G=100 x current rank
- Player is teleported to a random square
- Player is moved to an adjacent square
- Player loses a turn
- Player loses G
- Player movement is 1-3 for two rounds
- Player movement is 6-8 for the next round
- Player is given 5 credits of each terrain in the Chapel
- Player rolls two dice for movement next round
- Random player loses 10-60 G
- Random player loses a card
- Random square's terrain changes to another
- Value of a terrain type is reduced
- Value of a terrain type is increased
- Your creatures are paralyzed for 1 round

9) Story Mode Walkthrough

There are sixteen stages in the game. Here is the data and info for each stage:

Stage 1
Goal: 5000G
Dice: 1-6
Number of Areas: 1
Bonus cards for winning: 9 cards
Terrain Value: 100%

Stage 2
Goal: 6000G
Dice: 1-7
Number of Areas: 1
Bonus cards for winning: 11 cards
Terrain Value: 100%

Stage 3
Goal: 6000G
Dice: 1-7
Number of Areas: 1
Bonus cards for winning: 11 cards
Terrain Value: 100%

Stage 4
Goal: 8000G
Dice: 1-8
Number of Areas: 2
Bonus cards for winning: 12 cards
Terrain Value: 100%

Stage 5
Goal: 8000G
Dice: 1-8
Number of Areas: 2
Bonus cards for winning: 12 cards
Terrain Value: 80%

Stage 6
Goal: 8000G
Dice: 1-9
Number of Areas: 2
Bonus cards for winning: 12 cards
Terrain Value: 150%

Stage 7
Goal: 9000G
Dice: 1-8
Number of Areas: 2
Bonus cards for winning: 12 cards
Terrain Value: 100%

Stage 8
Goal: 9000G
Dice: 1-9
Number of Areas: 2
Bonus cards for winning: 13 cards
Terrain Value: 100%

Stage 9
Goal: 9000G
Dice: 1-8
Number of Areas: 2
Bonus cards for winning: 13 cards
Terrain Value: 100%

Stage 10
Goal: 8000G
Dice: 1-8
Number of Areas: 1
Bonus cards for winning: 13 cards
Terrain Value: 100%

Stage 11
Goal: 9000G
Dice: 1-9
Number of Areas: 3
Bonus cards for winning: 13 cards
Terrain Value: 100%

Stage 12
Goal: 9000G
Dice: 1-6
Number of Areas: 2
Bonus cards for winning: 12 cards
Terrain Value: 100%

Stage 13
Goal: 10000G
Dice: 1-10
Number of Areas: 2
Bonus cards for winning: 14 cards
Terrain Value: 100%

Stage 14
Goal: 11000G
Dice: 1-9
Number of Areas: 3
Bonus cards for winning: 14 cards
Terrain Value: 100%

Stage 15
Goal: 11000G
Dice: 1-8
Number of Areas: 2
Bonus cards for winning: 14 cards
Terrain Value: 100%

Stage 16
Goal: 12000G
Dice: 1-10
Number of Areas: 4
Bonus cards for winning: 16 cards
Terrain Value: 100%

10) Maps

There are sixteen maps playable in Story mode which can also be played in battle mode. There are four maps playable only in Battle mode. You can download more maps from the internet for play in Battle mode.

11) Secrets

- After clearing Story mode, you can play against your staff companion, Goligan.
- After clearing the Story mode map, you can play it in Battle mode.

12) Appendices

This section contains additional material regarding the game.

12.1) Version Changes

Here are the major changes between Culdcept Expansion and Culdcept Second.
- Network play
- 90 new cards!
- New terrain type
- Better rules
- Ability to alter computer AI, rules and effects of the game
- New art for most of the cards
- New abilities for creature cards
- Better graphics
- Quicker loading and saving times
- VMU support
- Special access through Culdcept homepage

12.2) Real Cards and Downloading Cards

There was a promotion in Japan where you could receive some real printed cards from the Culdcept world. You can also download new cards from the Culdcept homepage.

12.3) Miscellaneous / Et Cetera

Culdcept Homepage: www.culdcept.com
Become a member of the All Cepters Club.

Omiyasoft Homepage: www.omiyasoft.com
Thanks to Omiyasoft and Media Factory for making this awesome game.

This FAQ is not associated with Omiyasoft, Media Factory, Sega, or any of its products either software or hardware. The respective companies retain all copyrights of their products mentioned in this FAQ.

If you liked this game, try Culdcept Expansion Plus(PS), Culdcept(SS) or Gaiamaster(PS, DC) too.

Feel free to email any advice or suggestions! Due to time constraints, do not expect a reply on email.

Other FAQs written by me:
- Tetris with Cardcaptor Sakura: Eternal Heart (PS)
- The Typing of the Dead (DC)
- The Great Khan Game (Card game)
- Hundred Swords (DC)
- Advanced World War (DC)
- Gaiamaster (PS)
- Gaiamaster Kessen (DC)
- Dioramos (PS)
- Blood the Last Vampire (PS2)
- One Piece Mansion (PS)
- Magic: The Gathering (DC)
- Culdcept Expansion (PS)
-- 9/24/01 Gene ( This email address is being protected from spambots. You need JavaScript enabled to view it. )

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