Culdcept Expansion

Culdcept Expansion

16.10.2013 21:17:59
~B
Culdcept Expansion FAQ v1.02 (4/30/01) by Gene
----------------------------------------------
Culdcept Expansion (PS)
1-4 Players
1 Disc
Genre: Board Game (Table)
Memory: 1 Block
Multitap, Analog Control 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) Customizing Strategy
6) Characters
6.1) Enemy Character List
7) Game Cards Lists
7.1) Creature Cards
7.2) Item Cards
7.3) Spell Cards
8) Game Effect Lists
8.1) Castle Effects
8.2) Shrine Effects
9) Deck Lists
10) Maps
11) Story Mode Strategy
11.1) Story Mode Walkthrough
12) Secrets
13) Miscellaneous / Et Cetera


1) Introduction
----------------
This game is an original fantasy board game for the Japanese Playstation that
was released in Japan on May 1, 1999 for 5800 yen. It is the first game of the
series for the Playstation. But its predecessor was on the Sega Saturn as
Culdcept. It was followed by Culdcept Expansion Plus, a slightly newer version
with a map editor that was sold for 2800 yen. It will be followed by a new
version on the Dreamcast, Culdcept Second.


2) Frequently Asked Questions
------------------------------
Q) I can't play this game with my modded PS! Why not?
I don't know. I am playing the original game on a Japanese PS. If anyone
has any help here, please let me know.

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 give it a try.

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 MPs. However, the full amount is
paid to your opponent even though you don't have enough to pay them.

Q) I've beat the game, but I have to gather the rest of the cards. How can I
do it quickly?
A) Here is how I did it: Take your main character into battle mode and build
three new characters. Then, play the last story mode map in a battle with
your character and the three new ones. Take all the characters to one of
the circular areas of the map. Control one of the squares and build it up
quickly. Keep moving the three characters in this loop until they land on
it and are forced back to the castle. Use any Holy Word cards they have to
make them land on your squares. Never make these characters take any
squares on the map. After about 10 minutes, the map should be finished with
you as the winner and (if you did it correctly) the other characters tied in
second place. Having the other characters tied in second place is important
because they will each receive a lot more cards than if they weren't tied.
Then, when the battle is over. Trade all of the cards from the other players
to your character, save and start again. Use the Old Willow and Kelpie cards
in your deck to help out.

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
magic points (MP) 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 MPs.

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.

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. When choosing a map,
you can set the goal, cards anted up (if any), BGM, computer messages on or
off and random or original terrain. If there are two human players, you can
also trade cards by selecting the 5th option in the player menu.
When you select a character here are the options:
Examine Book (deck)
Examine Stock (all your cards)
Gallery (look at all your ending movies/pictures)
Save
Trade cards
Options
Delete Character
Return to Battle menu

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


3.2) Controls:
--------------
Joystick selects between menus and squares
O accepts
X cancels or returns a menu
triangle brings up the game map
L1 cycles through status info on the squares
R1 brings up the status information
Select 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 HPs 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 100MPs, 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.

* 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 MPs.
The top number is the number of MPs available for each player(pool).
The bottom number is the number of MPs 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 MPs is the winner.
To accumulate MPs in locations, players must increase the level of
the terrain. By doing this, they increase their magic point total but reduce
MPs 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
MPs to reach the castle.

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


4.2) The Game Turn
------------------
In every game turn(or round), each player may do each of the following things:
*Pull 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 five types of terrain for the squares in the game. They are: Fire,
Water, Air, Earth and Neutral. The creatures in the game are born of these
same terrain. If a creature is 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 MPs.
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.
Some creatures receive special bonuses in specific terrain and others can never
be placed on some terrain. For more info, check the card listing. 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
The terrain level of those locations
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 of each one. Players may use the Chapel to invest MPs in a
terrain for a certain area. Later, the player can sell back his investment
for a higher or lower level.


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 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 if you land on it.

Chapel (Bank)
- Here you can make an offering to your god. (see Terrain)
Top menu is to buy.
Middle menu is to sell.
- You can access the command menu if you land on it.

Shop
- These are card shops where you may buy extra cards if you land on it.
- You can access the command menu if you land on it.

Shrine
- You get a random effect(good or bad) when you land on it. (see lists)
- You can access the command menu if you land on it.

Warp
- You are transported to another Warp square if you land on 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 creatures HPs + Terrain bonus
Equals - Your creature's Strength + Support Bonus is equal to the
defending creature's HPs + Terrain bonus
Down Arrow - Your creature's Strength + Support Bonus is less than the
defending creatures HPs + 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 MPs 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 Quick strike 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 MPs 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 HPs.
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 Quick strike, or
Petrification.
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 Str for one creature on either side
You gain +20 Str 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) Customizing Strategy
-------------------------
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 speciality decks and work on single terrain decks, etc.

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

Earth
-----
Earth has a lot of Defensive creatures. Armadillo, Ormec Head, Mandrake, Mummy,
etc. Many of the Earth creatures have at least 40HPs. There are a lot of
special abilities too, like summoners and petrifiers. The outstanding cards are
Sandman, Gargoyle, Ooze, and Cerberus. For attacking, you will need to rely on
some weapons to overtake your enemies and this leaves you a bit vulnerable if
you opponent can exploit this. They are noticeably short of Quick creatures.
Their basic cards are very good and Earth is a good basic deck. Selenear is
incredible, but needs to be in a single terrain deck. If you use a couple of
neutral creatures as attackers, it will help your deck.

Air
---
Air has a lot of quick cards in combat. The Harpy is an excellent base card
because it is relatively cheap, has Quick strike and can be placed easily.
Some of its other cards are really excellent attackers. If you concentrate
on Air in your deck, make sure that you have some defensive items to save
your creatures. The Hurricane is a great wall type card, but cannot attack and
therefore I am reluctant to throw it in. Knights are excellent attackers and
can attack on any terrain too. The Griffon is a wonderful basic card, but it
is a bit rare and can be difficult to come by. On defense, you are in a bit of
trouble. Many creature have 30HPs, which is terrible because an evil blast will
take one out. The more expensive cards in Air are very powerful. The Genie,
Siren, and Paladin are great cards, but can be expensive and difficult to get
out sometimes.

Fire
----
Fire has some excellent attackers too. Many of its creatures have high Str. A
simple strategy for a decent Fire deck is to use the Old Willow with some
defensive cards. The Old Willow forces opponents to stop on its location and
if you can defend it, force your opponent into debt every time. Make sure that
you have some good defenseive items to use with it. As for other cards, the Gas
Cloud is a great card in battle because it is difficult to destroy as it takes
only half damage. The Drainroper is also a good defensive card because it has
high HPs and can be quite difficult to kill when placed on its home terrain.
The Hellhound is an excellent basic attacker. The Chimera can be very powerful
late in the game because it's strength rises and it is Quick. Bistair is
incredibly powerful, but needs to be in a single terrain deck.

Water
-----
Water has a lot of Invincible creatures. The Kelpie is similar to the Old
Willow and can be great against an opponent. The Nymph is very good with its
ability to charm humanoids. Mujina and Lilith can be devastating if you have
the cards. The Sea Monk is good because it can't be harmed by humanoids. I
personally find that Water can be awesome or not. It really relies on its
special abilities which decide its strength. It also has a lot of creatures
that have an Aversion for other terrains, especailly Fire.

Neutral
-------
The Unseen Stalker and Decoy are excellent in many decks due to their
invincibility. The Ninja is a great attacker with his speed and strength. So
is the Samurai, especially against humanoids. The Cleric is handy, especially
against undead opponents. I personally believe that the Cleric is the best of
all the summoners because of his excellent side ability to Turn Undead and his
higher strength. But, if you have a lot of scrolls in your deck, the others
may be more important.


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. So,
although the characters themselves are not different, their decks are.

6.1) Enemy Character List
-------------------------
Zeneth
Sebastion & Poco-Poco
King Weyden
Kou-Tetsu
Miranda
Horowitz
O'Riely
Guldberg
Belkhayr
Baltheus


7) Game Cards
--------------
All game cards have an activation cost. There are 360 game cards in total in
the game: 142 Normal, 128 Strange, 84 Rare and 5 Extra Rare cards. 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.

7.1) Creature List
------------------
R=Rarity Items:
N=Normal W=Weapons
S=Strange A=Armor
R=Rings R=Rings
E=Extra Rare S=Scrolls
Type=Creature Type
H=Humanoid
D=Dragon
U=Undead
An=Animal
P=Plant
Home=Home Terrain Type
E=Earth
A=Air
W=Water
F=Fire
X=Neutral
Cost=Activation Cost
C=Card sacrifice
E=Must control an Earth square
A=Must control an Air square
W=Must control a Water square
F=Must control a Fire square

R Creature Type Home Str/HPs Cost Notes/Abilities
--------------------------------------------------------------------------------
S Acheron U F 10/50 75FC Aversion(W),Unmoveable,
Destroys an opponent's card
R Amber Mosquito An X 0/40 50 Transforms into Giant Rat or T-Rex
S Anubias P W 30/50 85W Aversion(F),
Combat HP=creatures killed x 5
S Armadillo An E 20/60 40 Even round, HP=60; odd HP=30
S Ashra H F 30/50 85F Casts Backward after
Winning if on F
R Ba-al U F 50/50 90FC Quick, costs 100MP/combat
S Baldanders H X 0/30 40 Becomes random creature
S Bandicoot An F 20/30 75 Revenge
S Bandit H X 20/20 40 Summoner, Steals MP=damage x 2
R Barrow Wight U F 20/40 90FC Makes H,An sleep
R Basilisk D E 30/50 115EE Kill(H,An,D)=60%,
After combat terrain=level 1
R Battle Gear A U X 40/20 70 Summoner *Special*
R Battle Gear B U X 20/40 75 Summoner *Special*
R Beezlebub U A 70/70 160AAC Aversion(E), Lordly(A),
Costs 100MP/combat
S Behemoth D W 60/60 110WW Aversion(F), Slow,
At end of combat steals card
N Berserker H X 40/50 60 Rage
E Bistair U F 80/80 100FFF Aversion(W), Quick, Steals MP
R Blast Sphere U F 10/50 95F Aversion(W), if HP<20 destroys both
creatures and surrounding
locations
S Bloody Pudding U W 10/10 50 Summoner, uses summoned Str, HPs
S Borgess H X 30/40 60 If you control only Neutral
creatures, HP+20
S Cait Sith An F 20/30 75 Aversion(W), Untargetable,
Invincibility(Str<40)
N Carbunkle An E 20/20 50 Summoner, Reflecs scrolls
S Cereberus An E 20/40 75E Aversion(A), 2 attacks
R Charybdis U W 0/60 90W Aversion(X,F,A),
Combat HP=terrain level x 20
S Chimera An F 20/40 90FF Quick, Str+10 when you reach castle
R Chupa Cabra H X 20/40 30C Vampiric
S Cleric H X 10/30 65 Summoner, Kill(U)=60%
S Coati An E 20/40 60 Str + An creatures in play x 5
S Cockatrice An E 20/50 95E Petrify=60%
S Crustasea An W 20/50 95W Cancels opponent's terrain bonus
N Cyclops H X 50/50 85 Slow Strike
R Dagon U W 60/80 180WWC Aversion(F), Lordly(W),
Costs 100MP/combat
S Dark Elf H E 30/30 75E Quick, Critical(H)
R Dark Master U E 60/80 180EEC Aversion(A), Lordly(E),
Costs 100MP/combat
S Decoy U X 0/20 40 Reflect
S Deadly Fungus P W 20/40 65 Unmoveable, end of combat MHP+10
R Death Gaze U E 40/40 120EE Aversion(A), Invincibility(S), 60%
Remove card from deck after
destroying it
R Dee&Dum H E 20/40 60 Aversion(W), Invincibility(if
Damage received=odd number x 10)
S Deep Spawn P W 10/50 80 Aversion(F), Unmoveable,
Casts Bind after winning
R Doppleganger H X 0/30 40C Transforms into enemy in combat
S Dragon D F 50/50 130FF Aversion(W), Str+10 attacking,
HP+10 defending
S Dragon Zombie U E 40/60 110EE Aversion(A)
N Dragonfly An F 30/20 50 Quick
R Dragonoid D X 30/30 60 Summoner, uses items as humanoid
N Drainroper P F 20/50 60 Vampiric, Unmoveable
N Druid H E 0/30 60 Summoner, Archmage
N Dryad H E 20/30 75 Summoner, Aversion(A),
Moves to any E
S Dullahan U A 0/50 105AC Str=Air terrain x 20
N Dwarf H E 30/50 75 --
S Efreet U F 50/40 60F Aversion(W),Slow, Archmage,
Bribe=HPx2
N Eidolon H A 30/40 50 --
R Elder Dragon D F 60/80 180FFF Aversion(W), Lordly(D),
Costs 100MP/combat
S Elf H E 30/30 85E Quick Stike, Critical(U)
R Ethereal Queen H X 30/40 60 Combat HPs=X squares you own x 10
N Flame Weevil An F 10/30 35 Str+ number of Flame Weevils x 10
N Fighter H X 40/40 50 --
S Fire Drake D F 30/40 75F Str +20 in combat
N Fire Giant H F 50/50 125F Critical(W)
R Flame Lord U F 70/70 160FFC Aversion(W), Lordly(F),
Costs 100MP/combat
S Gargoyle U E 30/50 100E Quick, if takes location, Str=50
N Gas Cloud U F 30/30 70 Half damage in combat
R Genie U A 40/-- 100AA Aversion(E), dies after 3 combats
S Geophag An W 30/50 105 Kill(F)=30%
N Ghost U A 30/40 45 Takes 10 HP damage when taking
Control of a new location
S Ghoul U E 40/30 90C Paralysis(H,An,D), Regeneration
From opponent's HPs
N Giant Amoeba U W 30/30 70 Invincibility(E,F)
N Giant Bat An E 20/30 30 --
N Giant Crawler An X 30/40 50 Kill(P)=50%
N Giant Eel D W 30/50 95 Invincibility(E)
N Giant Rat An X 20/10 5 Quick
N Giant Slug An E 30/50 85 Slow, Critical(P)
N Giant Snake An X 30/20 20 Poison(H,An,D)
N Giant Spider An X 10/30 25 Paralysis(H,An)
S Gnome H E 20/40 70 Receives 1.5x rent
N Goblin H X 20/30 10 --
S Golem D F 40/40 60 After combat, Str -10
N Green Mold U E 10/50 65 Unmoveable, Regeration
N Gremlin H E 20/30 70 Destroy enemy's item
S Griffon An A 50/50 105 Aversion(E)
N Hellhound An F 50/40 80 Half damage vs W creatures
N Harpy H E 30/30 70 Quick
N Hobgoblin H X 30/40 30 --
R Homonculus H F 10/30 35F Aversion(W),
Becomes Flame Lord after 3 fights
S Hoodlum H X 40/40 40 If Opponent's Str>40 half damage
R Horn Chameleon An X 20/30 60 Combat HP+terrain level x 10
N Hornet An A 40/30 70 Quick, Poison(H,An,D)
N Hurricane U A 20/50 70 Quick, Unmoveable, Aversion(E)
S Hydra D W 40/50 105W Regeneration if on A,W,E,X terrain
R Igneous Fatui U A 1/40 50AAC Aversion(F,W), Slow,
Kill(H,An,D)=80%
N Ice Salamander D W 40/50 100W Aversion(F),damage from W heals HPs
S Juggernaut U F 30/60 100F Aversion(W), Critical(Str<40),
Receieves no healing bonus
R Kelpie An W 30/30 85W Stops player movement if on Water
S Kraken An W 50/60 110WW Aversion(F), Invincibility(X),
Str-F squares you own x 10
N King Tortoise An W 10/50 60 Slow
N Knight H A 50/40 110 Critical(D)
S Kung-Fu Monk H A 0/50 90 Quick, Str=60-HP
N Kobold H F 20/30 30 --
S Leveler An A 50/60 130AA 30% chance makes terrain level -1
R Leviathan D W 40/50 125WW Changes to W terrain after winning
N Lilith U W 0/40 90 Quick, Str=# cards x 10
R Little Gray H X 10/30 55 50% of transporting enemy (death)
S Lion Mane An W 20/50 60 Aversion(A,E,F), Unmoveable,
Kill(H,An,D Str<40)
N Lizardman H W 30/30 70 Quick
R Lunatic Hare An X 20/30 30 Changes Opponent's Str/HP
After combat (only as attacker)
R Lung D W 0/30 100WW Aversion(W), In combat
Str, HP=W units in bank
R Mad Clown H W 10/20 25WC Your creatures HP+10
N Mage H A 0/30 60 Summoner, Archmage
R Mandrake P E 10/50 85E Unmoveable, HP<20 explodes killing
Itself and opponent
S Manticore An F 0/50 90FF In combat, Str=HPs
N Mantrap P E 20/60 100 Unmoveable, Kill(H)=60%
N Marfolk H W 20/30 30 --
S Medusa H W 10/40 70W Petrify=60%
S Megalodon An W 50/50 90W Aversion(F,A,E,X)
R Mermecoleo An A 30/40 50 Slow, Transforms into
Dragonfly when HP=0
R Migoal H X 40/40 100C Critical(W,E), Invincibility(A,F)
N Minotaur H F 40/40 70 --
R Mothman H A 20/30 60A Aversion(E), Quick,
Str=X terrain x 10
S Mujina H W 30/30 55 Combat, Str,
HP=# of opponent's cards x 10
N Mummy U E 20/50 60 Unmoveable, gives 100MP per
Same terrain location in area
That you own when dies
R Mystic Egg An X 0/30 40 Changes to a random creature when
You use an item in combat
S Nessie D W 20/40 45WW Combat HP+Terrain level x 5
S Nightmare U A 30/40 75 Aversion(E), cancels opponent's
Terrain bonus
S Ninja H X 40/40 90 Quick, Archmage
R Nue An A 40/50 105AA Aversion(E),
All creatures Str - 10
R Nymph H W 10/40 75W Aversion(F,A), Charm(H)=60%,
Invincibility(F)
R Old Willow P F 20/40 65FF Stops player movement if on Fire,
Unmoveable
S Ooze U W 10/40 70 Half damage in combat
R Ormec Head U E 0/30 55C Invincibility(All),
After combat HP-10
S Pan H E 30/30 75E Makes H,An,D go into rage
R Paladin H A 50/50 145AA Aversion(E), Regeneration,
Critical(U)
N Pegasus An A 30/20 65A Quick, Invincibility(S),
Untargettable
N Phoenix An F 30/30 50 Rebirth
N Pirate H W 10/30 55 Summoner
N Pillar flame U F 30/50 60 Aversion(W), Unmoveable
R Powder Eater P A 1/1 20 Duplicates in movement
R Pushpull An A 0/40 65 2 attacks
R Radon D F 40/40 95FF Aversion(W), Kill(F,A)=30%
S Remora An W 20/40 55 Aversion(E,F),
End of combat steals card
R Roadrunner An A 20/30 50 Moves 2 spaces
S Saberclaw H A 40/30 80A Str+20 when attacking
N Salamander D F 40/50 100F Critical(W), Dmg from F heals HPs
S Samurai H X 50/30 90 Kill(H)=30%
S Sandman H E 40/30 75F Untargettable, Invincibilty(S)
R Sea Monk H W 30/40 90W Invincibility(H), Archmage,
Aversion(F), Paralysis(H)
E Selenear U E 80/80 100EEE Aversion(A), Quick,
Receives 1.5 x rent
S Shade U X 40/20 40 Strength Drain, Quick
S Simurgh An A 40/30 60 Combat HP=Air terrain x 20
R Siren H A 30/30 100 Invincibility(H), Summoner, Quick
S Skeleton U X 30/30 40 Regeneration
S Son Ascetic H F 0/30 60 Summoner,
Can use powers of summoned
N Sorcerer H F 0/30 60 Summoner, Archmage
S Spectre U A SP/SP 40 In combat, Str/HPs = 10-70
N Sprite H A 20/20 35 Aversion(F), Invincibility(MHP<40)
S Steam Gear U X 50/50 70 Receive only half MP through rent
N Storm Giant H W 40/60 140W Critical(F)
N Succubus H A 40/40 70C Aversion(F,E), Strength Drain
R T'ao T'ieh An E 30/40 65EE Aversion(A), Str,MHP+10 when after
Taking control of a location
S T-Rex D X 50/60 120C --
N Thief H X 20/40 45 Steals items in combat
S Thunderbeak An A 50/20 70A Aversion(E), Quick, Paralysis(W)
N Tiger Beetle An E 20/30 30 --
R Toxic Flower P E 30/40 80 Unmoveable, Quick, Poison(H,A,D)
N Troll H E 40/40 80 Aversion(A,F), Regeneration
N Undine U W 30/30 50 Invincibility(W),
Combat HP=W locations x 20
R Unseen Stalker H X 20/20 20 Invincibility(All)
S Valkyria H F 20/30 100F Quick, Summoner, Str+10 after
Winning combat
R Vampire U E 40/40 80EE Vampiric, Aversion(W,A), Quick
! Vandal Gear U X 60/70 250 Invincibility(S),
Can't power up w/Spells
R Virus U A 10/20 20A Aversion(E), all creatures HP-10
N Wall of Ice U W 0/40 60 HP+20 in combat, Unmoveable,
Aversion(F)
N Wall of Stone U A 0/60 70 Aversion(A), Unmoveable
N Wereboar H E 40/40 70 --
S Werewolf H X 30/30 50C In Combat, changes into Wolf (60%)
S Will o wisp U F 20/50 85 Slow, Steals MP=HPx2
N Wizard H W 0/30 60 Summoner, Archmage
N Wolf An X 20/40 25 --
N Woodfolk P E 30/30 70 Summoner
S Wraith U X 10/30 55C Kill(H,An)=60%,
Dies at end of combat
S Wyvern D A 40/40 110A Aversion(E), Quick, moves to any A
N Zombie U X 20/50 30 At end of combat, HPs-20


7.2) Item List
--------------
Items are cards that are used to aid in combat.
There are four types of items:
(W) Weapons - raises Strength, other effects
(A) Armor - raises HPs, adds defense
(R) Rings - miscellaneous combat effects
(S) Scrolls - strong offensive effects
Weapons can only be used by humanoids, animals and undead
Armor can only be used by humanoids, animals, and plants
Accessories can be used by any creature
Scrolls may only be used by humanoids, dragons and undead
Scrolls override the effects of defense and can be very powerful

R Item Type Cost Effect
--------------------------------------------------------------------------------
S Air Slasher W 25 Str+20, Critical(A)
S Armet R 30 HP+20
S Battle Axe W 40 Str+40
S Bell of Low R 20 Destroys opposing player's first card
N Blood Spoil S 20 Poison(H,An,D), acts as a scroll
S Boomerang R 80 Quick, Str+10, HP+20
N Buckler A 20 Invincibilty(Str<30)
R Catapult W 60 Str+20, HP+20
N Chainmail A 20 HP+30
N Changing Salve R 10 Reverses Str, HP
R Charm S 100 Charm(H,An)=60%
N Claw of Ghoul R 10 Paralysis(H,An,D)
S Claymore W 60 Str+50
S Coin of Piety R 10 Gives you 10 of respective terrain in bank
S Counter Amulet R 100 Reflect
R Crossbow W 50 Str+30, HP+20
N Deadly Thorn S 40 Petrify
R Dragon Shield A 10 Invincibilty(D)
N Dragon Slayer W 15 Str+20, Critical(D)
S Dynamite W 70 Str+60, Destroys user after attack
S Earth Shield A 20 Invincibilty(E)
S Elven Cloak R 10 Creature becomes a plant, immune to poison, etc.
R Evil Eyeball R 40 Kill(X)=80%
N Fire Bolt S 30 Str=30, Critical(W)
S Fire Shield W 20 Invincibility(F)
S Flame Tongue W 25 Str+20, Critical(W)
N Flame Whip W 35 Str+20, Critical(An)
N Freeze S 30 Str=30, Critical(F)
N Gaseous Form R 80 Str=0, Invincibilty
S Gem of Life R 10 If HPs=20 or less, self destruct, killing enemy
N Golden Goose R 10 Get MP=MHP x 5 when dies
N Gremlin Amulet R 40 Steals item
N Hand Bomb R 40 Str=20, acts as a scroll
S Handcuffs R 10 Str=0, reflect scrolls
N Heavy Halberd W 30 Slow, Str+50
R Hell Blaze S 80 Str=40, Critical(H)
S Holy Grail R 60 Invincibility, damage costs MP=2 x damage
R Holy Shield A 15 Invincibility(U)
R Holy Symbol R 40 Kill(U)=80%
S Icicle W 25 Str+20, Critical(F)
E Iksear R 100 Quick, Invincibility(F,A), Str+30, HP+40
R Lance of Odin W 70 Str+50, HP+10
N Leather Armor A 10 HP+20
S Lightning Bolt S 80 Kill(H,An,D)=60%
N Longsword W 20 Str+30
N Mace W 10 Str+20
N Man Eater W 25 Str+20, Critical(H)
S Magic Belt R 30 Str+40; end of combat, Str-20
N Magic Shield A 20 Invincibility(S)
R Masamune W 55 Str+50, HP-10
S Morningstar W 45 Str+30, HP+10
R Mujina Mask R 50 HP+number of cards you have x 10
S Necro Scarab R 10 Turns creature into Zombie after death
S Neutral Amulet R 10 Makes creature a X creature
R Nuclear Fusion S 100 Str=50
N Nunchaku W 15 Str+30, HP-10
N Offering Doll R 10 Raises value of terrain by 20%
S Petrify Stone R 40 Str=0, HP=80
N Phoenix Amulet R 10 Rebirth
R Plate Mail A 60 HP+50
R Polestar R 50 Invincibility, HP=1
S Pot of Soul R 10 Regeneration
R Protean Ring R 10 Turns creature into random creature
N Ring of Succubus R 10 Strength Drain
N Ring of Vampire R 10 Vampiric
S Ripper Knife W 10 Str+40, Rage
S Rock Biter W 25 Str+20, Critical(E)
N Sallet R 25 HP+10
S Scale Armor A 40 HP+40
R Silver Plow R 100 Terrain level=1 after combat
N Sleep S 40 Puts enemy to sleep
N Sling W 0 Str+10, HP+10, Quick
S Sonic Drum W 0 Str+40, HP-20
R Soul Blast S 40 Str=30, Enemy loses MP=damage
N Spear W 35 Str+20, HP+10
N Stone Hail S 30 Str=30, Critical(A)
R Sword of Falcon W 30 Quick, Str+20
N Sword of Worm W 15 Str+20, Critical(P)
E Terrair R 100 Quick, Kill(W,E), Str+40, HP+30
R The Hand R 50 Steals item and use it
R Tiger Robe A 20 Enemy uses item, Str+40; if not, Str-20
R Torch of Queen R 60 Damage from H,A is healed
S Tower Shield A 50 Damage halved
N Vampire Killer W 25 Str+20, Critical(U)
S Water Shield A 20 Invincibilty(W)
N Wind Cutter S 30 Str=30, Critical(E)
S Wind Shield A 20 Invincibilty(A)
N Wing Boots R 20 Quick


7.3) Spell List
---------------
Spell cards are used before movement to give various effects.
There are four types of spells:
(Att) Attack - inflicts damage to a creature, or affects creatures negatively
(Def) Defense - increases defense, or aids creatures
(Mov) Movement - affects a player's movement
(Oth) Other - miscellaneous spell effects

R Spell Name Type Cost Effect
--------------------------------------------------------------------------------
N Acid Rain Att 80 20 Damage to all Dragons in an area
S Anti-Element Att 40 Creature receievs no terrain bonus
N Aports Mov 60 Moves player to your location
R Armor Smith Oth 30 Transforms a card into a random armor card
N Backward Mov 30 Player moves backwards
S Balance Att 20 Players gain MP depending on ranking
S Babble Att 10 Player cannot shop for three rounds???
S Barricade Oth 80 Increases rent in an area (3 rounds)
N Barrier Def 40 Cannot casts spells on player (6 rounds)
N Bind Att 50 Player skips a round
N Binding Mist Att 20 Paralyzes creature
S Camoflage Oth 30 Creature receives terrain bonus
R Catastrophe Att 400 All creatures take damage=50% of MHP
R Changeling Att 100 Turns 3 cards into Goblins from deck
S Chaos Panic Oth 40 All players change direction of their movement
S Chariot Oth 30 Creature can move 2 squares
R Corruption Att 150 Player loses 5x(#of units in bank) MP
N Cure Def 5 Restores creatures HPs to maximum
S Death Cloud Att 80 All A in an area take damage=30% of MHP
N Dimension Door Mov 40 Random teleport
N Dispel Magic Def 10 Restores player's status to normal
S Drain Magic Att 80 Steal 30% of player MP
S Drought Oth 50 Can't change terrain level on square
R Earth Shaker Att 400 All terrain level=1
R Evil Blast Att 100 30 Damage to a Creature
S Fire Explosion Att 80 All creatures in an area take damage=30% of MHP
N Fog Mov 50 Player movement is halved
R Forest Leap Mov 40 Player is teleported to nearest E square
N Fly Mov 30 Roll 2 dice for movement this round
N Grace Oth 10 Receive 10% of MP savings in bank
N Growth Body Def 30 Creature's MHP+10
N Haste Mov 50 Roll 6-8 for movement (3 rounds)
R Haunt Oth 40 Human player is computer controlled (2 rounds)
N Holy Bright Att 80 All U take 20 damage
S Holy Word 0 Mov 40 Don't move this round
N Holy Word 1 Mov 30 Move 1 square this round
N Holy Word 2 Mov 20 Move 2 squares this round
N Holy Word 3 Mov 20 Move 3 squares this round
N Holy Word 6 Mov 20 Move 6 squares this round
N Holy Word X Mov 20 Move 10 squares this round
S Ice Storm Att 80 All F in an area take damage=30% of MHP
S Insect Swarm Att 80 All creatures in an area take 20 damage
R Judgement Att 80 Player loses 80% of MP
N Jump Mov 20 Teleport the nearest location you own
R Lake Leap Mov 40 Player is teleported to nearest W square
N Land Protection Def 30 Can't target land with spells
S Land Transfer Oth 10 Sells off one of your locations
R Lifeforce Oth 80 Can't cast spells, but summons half cost
R Lifestream Def 80 Restores HPs to all your creatures
S Locust Att 100 Lowers Terrain level by one
N Magic Bolt Att 50 20 Damage to a Creature
R Magic Dice Mov 40 Move 5 or 6 (3 rounds)
N Mana Oth 10 Gives the player MPs=50x(#times reached Castle)
R Meteor Att 300 Puts a square to level 1 terrain
S Mind Blast Att 50 Player loses 5 MP / round
R Mind Seeker Att 20 Gives you a card from opponent's deck
N Mine Att 20 If player lands on this square, MP are halved
R Mountain Leap Mov 40 Player is teleportted to nearest F square
S Mutation Def 30 MHP+20, Poisons creature
E Omnipotent Oth 80 Gives you a choice from the Shrine effects
N Permission Oth 100 Clears all checkpoints
S Phantasm Att 80 Creature can't regenerate or be healed
R Plain Leap Mov 40 Player is teleported to nearest A square
N Poison Mist Att 20 Poisons creature
N Pressure Att 50 Lowers the terrain value in an area
S Raise Dead Oth 50 Gives you the last creature that was destroyed
N Remove Curse Def 10 Sets status of terrain + creature to normal
S Recall Mov 80 Teleports you to the castle
S Reincarnation Oth 10 Gives you six new cards, discards old ones
N Revival Oth 20 Restarts your deck
N Shatter Def 20 Destroys an item card
R Sink Oth 150 Turns square into W square
S Silence Att 60 Player cannot cast summon spells (2 rounds)
N Slow Mov 50 Roll 1-3 for movement (3 rounds)
S Snatch Att 50 Steals a random card from player
N Solitude Att 30 Creature receieves no support bonus
R Soul Steal Oth 40 Each creature that dies gives you 50MP (3 rounds)
S Squeeze Def 50 Destroy a card, give opponent 150MP
S Swap Spell Oth 50 Exchange cards with another player
R Telekinesis Oth 80 Move a creature a square
N Teleport Mov 10 Teleports to castle
R Tempest Att 200 All creatures take 20 damage
S Time Bomb Att 20 3 rounds later, explodes in an area, halving MP
S Thunderstorm Att 0 All E in an area take damage=30% of MHP
R Unsummon Att 300 Returns creatures to player's hand
R Upheaval Oth 150 Turns square into F square
S Waste Att 60 Doubles cost of item cards for player
N Weakness Att 20 Reduces Str to zero
R Weaponsmith Oth 30 Transforms a card to a random weapon
R Weathering Oth 150 Changes a square to an A square
R Wild Growth Oth 150 Changes a square to an E square
S Wind of Hope Oth 30 Draw two cards from your deck
N Wizard Eye Oth 10 See next 6 cards of a player's deck
--------------------------------------------------------------------------------
Notes on abilities:
*******************
Archmage - inflicts 150% damage when using scrolls
Aversion - cannot be placed on this terrain
Charm - enemy creature is placed into your hand
Critical - inflicts 150% damage to these creatures
Invincibility - receives no damage from this item or creature
Lordly - all creatures of this type you control Str+10
Kill - %chance that creatures killed automatically
Paralysis - opponent cannot attack back or use cards in combat
Petrify - creature is turned into Wall of Stone
Poison - can poison opponent which deals extra damage at end of combat
Pillage - takes MPs away from opponent's controller equal to damage inflicted
Quick - inflicts damage first in combat
Rage - creature inflicts 30% of the damage done to opponent, on itself
Rebirth - if destroyed in combat, returns to players hand
Reflect - takes no damage, and damage inflicted equals damage received when
destroyed in combat
Regeneration - HPs restored to full at the end of combat, if survived
Revenge - takes only half damage and gives a quarter of damage received back to
the opposing creature in combat
Slow - inflicts damage last in combat
Strength Drain - reduces enemy's Str after attacking
Summoner - can summon other creatures in battle (discarded after use)
Unmoveable - creature cannot be moved in the command menu
Untargettable - creature cannot be targetted by spells
Vampiric - drains HPs from opponent at end of combat
*Special* - see FAQ at the start of this document


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 many locations you possess
How much you have stored in the bank
Bonus effects from Shrine or other cards
All your creatures are healed 20% of MHP

8.2) Shrine Effects
-------------------
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 MHPs reduced
All creatures of a single terrain in an area take damage=20% of MHP
Random player loses a card
Player loses a turn
Player loses MP
Activation cost of Items and Creatures are increased for three rounds
Activation cost of Spells are increased for three rounds
Don't pay for landing on opponent's squares (1 round)
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 MHPs increased
A random square's terrain changes to another
Ownership of a square is changed to a random player
Player gains 200 MP
Player gains 50 MP
Player rolls two dice for movement next round
Player is teleported to a random square
MP leader trades MP with person with the least MPs.
All players gain MP
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
5% of your MPs is given to all other players
Your creatures are paralyzed for 1 round
Don't recieve MPs for opponents landing on your squares (1 round)
Draw two cards
Can't use item cards for three rounds
Bonus salary 30% when you reach the castle
Random player loses 10-60 MP
Player movement is 1-3 for two rounds


9) Deck Lists
--------------
This section is for Deck lists ideas. Feel free to email any of your ideas:
Here are the basic decks:

Stopper Deck - Old Willow(4), Kelpie(4), Ashra(4), Deep Spawn(4), Hellspawn(4),
Lilith(4), Nymph (4), Chimera (2), Holy Word 0 (3), Jump(2)

Earth Deck - Gargoyle(2), Ormec Head(1), Woodfolk(2), Vampire(2), Ghoul(3),
Cerberus(3), Dark Master(1), Dark Elf(1), Selenear(1), Sandman(3),
Dragon Zombie(1), Gnome(2), Troll(1), Mummy(2), Ninja(2), Samurai(2),
Wild Growth(3), Forest Leap(1)

Air Deck - Griffon(3), Knight(3), Thunerbeak(2), Saberclaw(1), Genie(2),
Siren(2), Spectre(1), Simurgh(1), Nightmare(2), Harpy(3), Paladin(2),
Leveler(2), Wyvern(1), Mermecoleo(2), Beezlebub(1), Dullahan(1),
Weathering(3), Plain Leap(1)

Fire Deck - Old Willow(4), Hellhound(4), Chimera(2), Dragon(1), Bistair(1),
Bandicoot(2), Fire Giant(2), Fire Drake(2), Drainroper(2), Gas Cloud(2),
Salamander(1), Ba-al(1), Manticore(1), Valkyria(1), Upheaval(3),
Mountain Leap(1)

Water Deck - Kelpie(4), Nymph(4), Ice Salamander(1), Anubias(2), Undine(1),
Charbydis(1), Sea Monk(2), Geophag(1), Giant Amoeba(1), Storm Giant(2),
Hydra(1), Mujina(2), Lilith(2), Lionmane(1), Lizardman(1), Sink(3),
Lake Leap(1)


These cards are suggestions to add to those decks, but they vary depending on
the style of game that you wish to use. Of course, you don't have to play a
single terrain deck. You can do anything that you wish. I personally find
that my best decks are the dual-terrain decks. If you know that your opponent,
then you can add some of the specialty attack and defense items and spells,
but I wouldn't add them unless you know your opponent well.

Basic Spells - Meteor, Reincarnation, Holy Word 0, Evil Blast, Unsummon,
Silence, Drain Magic, Omnipotent, Judgement

Good Weapons - Odin Lance, Sling, Battle Axe, Morning Star, Sword of Falcon,
Crossbow, Claymore

Good Scrolls - Charm, Nuclear Fusion, Hellblaze

Good Armor - Platemail, Scalemail

Good Rings - Iksear, Terrair, Counter Amulet, Gaseous Form, Boomerang,
Necro Scarab, Silver Plow, The Hand, Holy Symbol


10) Maps
---------
Maps 1-10 are the Story Mode maps
Maps 11-14 are the Battle Mode maps
Map 15 is for downloading a map


11) Story Mode Strategy
------------------------
In story mode, the best advice is to tailor your deck to each map. The first
time that you play a new map, you are in trouble. You need to see your
opponent's cards and the terrain so that you can fix your deck to the
situation. Don't be discouraged if you lose a battle, because you will still
receive some new cards which can help you more next time. If you are losing a
battle, you should always play it through to the end, because you will still
get some cards from it. You get the most cards if you win, and the least if
you are last place. You can re-do maps again, and sometimes this is really
helpful once you receive a good card. Usually, if you have beaten them once,
it is not as hard the second time through. I found that when I start with a
new character, the most difficult map is the sixth or seventh one. It's hard
at the start, but once you have a stronger deck, you can out-smart the computer
opponents easier.
A good strategy to help you start off is to create four characters, play a four-
player Battle game with the characters, playing for ante. When the game(s) are
finished, trade the cards to the winning character that you will keep, making
one good deck and deleting the other players. It really helps you start off
with some better cards.

11.1) Story Mode Walkthrough
----------------------------
Story mode is divided into chapters, one for each new map that you conquer.
You can choose to do the maps in any order, so the chapters will be different.
There are ten maps in total to conquer. You can re-do a map if you wish and
gain cards again. To gain all of the cards, you will have to play the maps
multiple times or play battle mode more.

Since you have choices to make in the order you play the maps, I've made a
simple map of the island with the corresponding maps.

-----------------
/ 4 6 \
/ 9 \
/ 2 8 \
\ 1 3 7 /
\ 5 /
\ S /
-----------------

Map S) Start
Enemy - Zeneth
This is the simple starting map. It isn't that difficult as it is meant to be
an introduction to Story mode. Learn the basics here so that you can do better
later on. There are no intersections in the map, so movement is based mostly
on luck. Zeneth's deck is comparable to your starting deck, but you should
be able to beat him in the end, if you are playing right.

Map #1)
Enemy - Sebastion & Poco-Poco
This map is two circles joined together. The castle is the set at the
intersection of their connection. Sebastion's cards are mostly Water based,
so be careful. If you can control the water and keep it before he does, you
can win easily.

Map #2)
Enemy - Kou-Tetsu
This is map is shaped like a cross, with the castle in the middle. Kou-Tetsu's
creatures are basically Fire and Air creatures, so try and control those areas
if you can, but make sure that you can hold them. He has some good attacking
items and can take out a strong creature if you are not careful. His creatures
on the Earth and Water terrain receive no bonus so they are easier to destroy.
Because of the shape of the map, you can choose your intersections to benefit
your movement.

Map #3)
Enemies - Zeneth and King Weyden
Strategy - This map is large and the enemies have a good range of cards that
will probably beat you at the start. But, you can wear them down once you have
some better cards. King Weyden has good Air creatures especially. If you are
lucky, he won't land on many and will end up discarding them or using them in
squares that don't help. Zeneth has some good Earth and Water creatures,
especially the Earth ones. So, it will be difficult to handle them. You will
probably have better Fire creatures than them. So, taking control of those
squares will be easier. Unfortunately, there are intersections in key areas,
and the computer will avoid the squares that you often control. Be patient,
gain some better cards after a few loses and you will be better equipped.

Map #4)
Enemy - Miranda
Strategy - This map looks rather easy, but it is set up for Miranda rather
well. You probably won't be a strong as her in the Water areas and that is how
she will beat you. Plus, she has many weapons for destroying your Fire
creatures. She also has Decoys, which she will use to overtake your areas.
So, you can either try and compete with her in the water areas, or concentrate
on the others. But, stock up on water weapons so that you can take her out.
But, in all, this map isn't that difficult.

Map #5)
Enemies - Zeneth and O'Riely
Strategy - This one is difficult because Zeneth has a really strong deck. Not
many of his creatures are weak, and he is your main opponent most of the time.
O'Riely on the other hand has too many Earth creatures. Sometimes he can be a
problem if he gets his good creatures down early in the right spots, but usually
he is just a fool that almost never helps you, but just wanders around the game
board, occasionally killing off one of your creatures. There is a lot of
neutral terrain on this board, and it is also very big. There are no
intersections, and Zeneth will almost always go in the opposite direction that
you choose. This can be a pain because he lays mines a lot. His strong
creatures include Gas Cloud, Dwarves, Knights, Trolls, etc. Not many of them
are very weak. If you have them, use clerics against the Gas clouds. This is
probably the hardest map of them all.

Map #6)
Enemies - Guldberg and Zeneth
This board is not really too difficult. Concentrate on the main path and you
can overcome your enemies. They will try to avoid them if they can, but if you
can hold out longer, they will fall. The enemies here are nothing special.
You should be able to beat them on your first or second try.

Map #7)
Enemies - Horowitz and Zeneth
Getting sick of Zeneth already? Well, you should be. Horowitz can be a bit of
a pain in this map too. Avoid the warps at all costs, but since you can't
control falling into them. Try to get out as soon as possible. It is a waste
of your time and MPs. Sometimes the computer opponents will build up their
forces in there, which is totally useless. Concentrate on the main board and
keep working your opponent. This one is a lot of luck, but if you have a strong
deck, you can prevail easily.

Map #8)
Enemies - Belkhayr and Zeneth
Don't fall into the warp in the middle and you should be okay. When the
computer opponents fall in there, they can waste a ton of their MPs in an area
that you aren't likely to spend a lot of time in. So, you have the advantage
here. It's rather easy so you should be able to take them out in a couple of
tries at least. By now, your deck should be rather strong, so it should be
easier.

Map #9)
Enemies - Baltheus and Zeneth
This is a big board, so it will be a while until you get your MPs back, so use
them wisely. Don't enter combat unless you can win. Otherwise, you're just
wasting your MPs if your opponent keeps the square. Make sure that your
creatures are on their home terrain. You can't afford to alter the terrain or
trade creatures either. You have to put the MPs into raising the level of the
terrain as soon as you can. Try and control the squares closest to the castle,
they're the most important. Baltheus has Permission spell which allows him to
get MPs at a much higher pace than you, so you have to hit him hard at the
start. The computer opponents probably have better decks than you do, so you
have to beat them by outsmarting them.


12) 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.


13) Miscellaneous / Et Cetera
------------------------------
Culdcept Homepage: www.culdcept.com
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, Sony, 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 Second (DC),
Gaiamaster(PS, DC) or Dioramos(PS) 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)
-- 4/30/01 Gene(intv@canada.com)











 
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