Culdcept Second

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"FAQ" Guide for Culdcept Second

Culdcept Second FAQ v1.02 (9/24/01) by Gene
--------------------------------------------
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 Playstation, and the original game came out for the Sega Saturn.   
It came out on July 12, 2001 for 6800yen, 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 MPs.  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
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.

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 (1000-90000MPs)
 End Turn (0-none)
 BGM (select background music)
 Turn Clock (0-99secs)
 Taunts (On or off)
 Ante (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 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 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.
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 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, 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 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 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.  
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
 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 MPs 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.

Chapel (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 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) 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 speciality decks and work on your favorite terrain and cards.

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

Earth
-----
Offensive Power: ***
Defensive Power: ****

Best Offensive Cards
1) Cereberus
2) Wereboar
3) Coati
4) Hanbaba
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) Nightfiend
4) Gremlin
5) Garuda

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

Fire
----
Offensive Power: ****
Defensive Power: ***

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

Best Defensive Cards
1) Willow Wisp
2) Gas Cloud
3) Old Willow
4) Pyro Drake
5) Domovikha


Water
-----
Offensive Power: **
Defensive Power: *****

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

Best Defensive Cards
1) Karron
2) Vodyanoi
3) Undine
4) Ice Wall
5) Kelpy

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) Horn Chameleon
4) Bosis
5) Archbishop


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
Platemail
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
---------------------------
Giant Rat x 2
Wolf x 2
Goblin x 2
Fighter x 2
Gas Cloud x 2
Dragonfly x 2
Flame Pillar x 2
Minotaur x 2
Woodfolk x 2
Stone Wall x 2
Tiger Beetle x 2
Dwarf x 2
Pan x 2
Chainmail x 2
Freeze x 1
Mace x 2
Leather Armor x 2
Longsword x 2
Cure x 1
Shatter x 2
Fly x 2
Holy Word1 x 2
Holy Word6 x 2
Magic Bolt x 2
Mana x 2

Type 2: Air and Water Deck
--------------------------
Wolf x 2
Goblin x 2
Skeleton x 2
Fighter x 2
Giant Ameoba x 2
Ice Wall x 2
King Tortoise x 2
Merfolk x 2
Lizardman x 2
Giant Bat x 2
Sprite x 2
Harpy x 2
Hurricane x 2
Hornet x 2
Chainmail x 2
Firebolt x 1
Mace x 2
Leather Armor x 2
Longsword x 2
Cure x 1
Shatter x 2
Fly x 2
Holy Word1 x 2
Holy Word6 x 2
Magic Bolt x 2
Mana x 2

5.5 Combos
----------
2 Card Combos (Beginner)
 Gold Totem + Soul Hunt
 Powder Eater + Mutation
 Decoy + Life Gem
 Cornfolk + Golden Goose
 Son Ascetic + Ignasfatsi
 Gnome + Greed
 Kettji + Buckler
 Archer + Revelation
 Basalt Idol + Dynamite
 Miseltoe + Iron Idol
 Ninja + Hellblaze
 Cereberus + Claymore
 Nightmare + Claymore
 Ralba + Revival
 Permission + Recall
 Kelpy or Old Willow + Mine
 Kelpy or Old Willow + Holyword0
 Leprechaun + Dynamite

2 Card Combos (Intermediate)
 Succubus Ring + Lunatic Hare
 Weakness +  Lunar Stone
 Decoy + Smoke Torch
 Decoy + Phantasm
 Mad Clown + Virus
 Gladiator + Claymore
 Nightfiend + Wind Amulet
 Soul Collector + Tempest
 Grendel + Weakness
 Changeling + Demonic Trade
 Goblins Lair + Demonic Trade
 Trampleweed + Earthshaker
 Barrow Wight + Fire Shield
 Wonderwall + Holy Grail
 Medusa + Battering Ram

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

5.6) Sample Decks
-----------------
Here are some simple deck ideas:

Balanced Deck
-------------
Decoy x 2
Ninjya x 1
Fighter x 2
Willowisp x 2
Gladiator x 2
Sorceror x 1
Ice Wall x 2
Lizardman x 1
Lilith x 2
Green Mold x 2
Stone Wall x 1
Wereboar x 2
Knight x 2
Hurricane x 3
Counter Amulet x 2
Gaseous Form x 2
Claymore x 2
Battering Ram x 2
Hellblaze x 2
Holy Grail x 2
Senility x 1
Shatter x 3
Holyword1 x 2
HolywordX x 1
Land Protect x 1
Revival x 1
Revelation x 1
Relief x 1
Reincarnation x 2

Offensive Deck
--------------
Gold Idol x 2
Cleric x 1
Samurai x 2
Steam Gear x 2
Decoy x 3
Ninja x 3
Gladiator x 3
Sorceror x 3
Knight x 3
Nightfiend x 2
Nightmare x 3
Claymore x 2
Gremlin Amulet x 2
Vampire Ring x 1
Fusion x 2
Masamune x 2
Catastrophe x 2
Judgment x 1
Haunt x 1
Peace x 2
Meteor x 1
Rust x 1
Land Balance x 3
Revival x 1
Replace x 1
Revelation x 1
Reincarnation x 1

Defensive Deck
--------------
Clay Idol x 2
Gold Totem x 2
Silver Idol x 2
Decoy x 2
Horn Chameleon x 2
Wonderwall x 2
Old Willow x 1
Willowisp x 2
Gas Cloud x 2
Domovikha x 2         
Stone Wall x 3
Undine x 1
Karon x 1
Kelpy x 1
Hyde x 1       
Vodyanoi x 1    
Lizardman x 3
Lilith x 2
Water Amulet x 2
Water Shield x 1
The Hand x 2
Shatter x 2
Barrier x 2
Holyword1 x 2
Mass Growth x 1  
Life Stream x 1
Land Protect x 2
Relief x 1
Reincarnation x 2

Spell Deck
----------
Archbishop x 2
Gold Totem x 2
Angostua x 2 
Green Mold x 
Stone Wall x 2
Mummy x 2
Ice Shield x 2
Gaseous Form x 2
Shatter x 3
Swarm x 2
Squeeze x 2
Tempest x 2
Drain Magic x 3
Fairy Light x 1
Haste x 2
Holy Word1 x 2
Mana x 3
Meteor x 2
Life Stream x 2
Land Balance x 3
Revival x 2
Reincarnation x 3


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(eg. which spell to cast, offensive or 
defensive, etc).  However, the main difference is still the chaaracter\'s deck.

6.1) Enemy Character List
-------------------------
Ryvern
Zogol
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, 
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 MHPs 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 MHPs increased
All players gain MP
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 recieve MPs for opponents landing on your squares (1 round)
Draw two cards
5% of your MPs is given to all other players
MP leader trades MP with person with the least MPs.
Ownership of a square is changed to a random player
Player gains 200 MP
Player gains 50 MP
Player gains MP=100xcurrent rank
Player is teleported to a random square
Player is moved to an adjacent square
Player loses a turn
Player loses MP
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 MP
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%
Notes:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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(intv@canada.com)


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