Culdcept SAGA
50 Achievements
1,000
200-300h
Xbox 360
Chief of Goblins
Raise Red Cap's ST and HP to 300 or higher during battle and achieve victory.
30
How to unlock the Chief of Goblins achievement in Culdcept SAGA - Definitive Guide
This achievement requires you to get a Red Cap's Strength and Hit Points up to 300 each. The Red Cap is a Neutral Creature card with the special ability, "In Battle: ST & HP = (number of Goblins in play x20)." This means you must have the equivalent of 15 Goblin cards in play to get the required stats. Also, you must win the Match to get the achievement to register.
Here are my suggestions for getting the required cards in play and keeping them alive long enough to win:
1) Start a Versus game, Standard rule settings. (Changing these rule settings may prevent the achievement from popping.) Use the map Colosseum II -- it will allow you to circle the northern part of the map without passing the Castle, which is useful if you meet the goal for winning the game before you have your Red Cap's stats up.
2) On the Create Game screen, change the Total Magic to 10,000. Scroll down to the bottom and change Land Element to "All (Neutral)". This will give you enough time to get the cards out, and since you're mostly working with Neutral creatures, your opponent will not have any starting land bonuses.
3) Select the Story Character Meltia as your opponent, since she is fairly non-aggressive and does not have enchantments at her disposal. (Selecting a Virtual Cepter or local couch co-op player may prevent the achievement from popping.) "Close Entry" and go to "Book Edit" to begin creating your Red Cap deck.
4) Add as many Red Cap cards as you can, as well as the Goblins that are required to boost his stats. Goblin's Lair spell cards allow you to summon a Goblin to the space you're currently on, if it's not occupied by another Creature at the spell casting phase at the beginning of your turn. The Changeling spell card will transform two of your opponent's cards to Goblins, which will sometimes get your opponent to add Goblins to the map for you. If you do not have at least one Red Cap and one Goblin's Lair, play through the main Campaign or other Versus matches until you have them.
5) Other cards to consider include:
a) Creatures: Borgess (which adds +20 HP to other Neutral creatures, helping keep your Goblins alive), Brass Idol (lets you draw two cards per turn -- with a maximum of 4 of each card in your deck, you may need to go through it several times to play all the required Goblins).
b) Items: Any items that boost both your Red Cap's ST & HP in combat, such as the Glaive (+20), Catapult (+30), or Prismatic Wand (+40 versus Meltia's Earth creatures), plus Earth Shield and Magma Counter (which neutralize Earth damage in Combat, to keep your Goblins alive).
c) Spells: Simulacrum, Reflection, and Peace (to keep your Goblins alive), Intrusion, Chariot, Telekinesis, and Telegnosis (to start combat, once your Red Cap has the required 300 ST & HP), Brave Song (adds +20 ST to your Creatures in battle for 4 rounds).
6) Do not add Fay, Lichenoid, etc. to your deck, as they modify a Creature's base stats. Once your Red Cap's special ability kicks in, it overrides whatever stats it had while it was on the map -- 4 Goblins makes your Red Cap 80 ST & 80 HP in combat, even if you've raised it's base values to 100/100 using Territory abilities. This also applies to Fat Body, which modifies the base stats. And remember that once your Red Cap moves from a land, any enchantments on it disappear, making spells like Hustle of limited usefulness.
7) Save your deck and start playing. Make sure you place at least one Red Cap on the map, preferably near an enemy Creature, so that it can move quickly to attack. Keep another in your hand, so you can use Intrusion if you don't happen to land close enough to an opponent's Creature. You may want to place your other Creatures on the top "loop" of the map, so you can go in smaller circles to level up the land so that you can work towards the 10,000 Total Magic needed to win.
8) Once your Red Cap is up to 300 ST & HP, you're ready to attack! You can check your stats before you go into battle by counting the Goblins on the map and comparing them to this chart:
15 Goblins = 300 ST & HP
14 Goblins + Glaive = 300 ST & HP
14 Goblins + Catapult = 310 ST & HP
13 Goblins + Prismatic Wand = 300 ST & HP
12 Goblins + Prismatic Wand + Borgess + Brave Song = 300 ST & HP
9) If you have a Red Cap in play near an enemy creature, you can either move it with the Territory/Move command (assisted by Telegnosis, if needed), or use Telekinesis or Chariot to move him. If you don't have any adjacent enemies, you can attack with a Red Cap from your hand using Intrusion. When attacking, use whichever combat item you've selected to boost his stats. If you counted your Goblins correctly, his stats will change to 300 ST & HP when combat starts.
10) Continue playing and win the match -- and the achievement!
Here are my suggestions for getting the required cards in play and keeping them alive long enough to win:
1) Start a Versus game, Standard rule settings. (Changing these rule settings may prevent the achievement from popping.) Use the map Colosseum II -- it will allow you to circle the northern part of the map without passing the Castle, which is useful if you meet the goal for winning the game before you have your Red Cap's stats up.
2) On the Create Game screen, change the Total Magic to 10,000. Scroll down to the bottom and change Land Element to "All (Neutral)". This will give you enough time to get the cards out, and since you're mostly working with Neutral creatures, your opponent will not have any starting land bonuses.
3) Select the Story Character Meltia as your opponent, since she is fairly non-aggressive and does not have enchantments at her disposal. (Selecting a Virtual Cepter or local couch co-op player may prevent the achievement from popping.) "Close Entry" and go to "Book Edit" to begin creating your Red Cap deck.
4) Add as many Red Cap cards as you can, as well as the Goblins that are required to boost his stats. Goblin's Lair spell cards allow you to summon a Goblin to the space you're currently on, if it's not occupied by another Creature at the spell casting phase at the beginning of your turn. The Changeling spell card will transform two of your opponent's cards to Goblins, which will sometimes get your opponent to add Goblins to the map for you. If you do not have at least one Red Cap and one Goblin's Lair, play through the main Campaign or other Versus matches until you have them.
5) Other cards to consider include:
a) Creatures: Borgess (which adds +20 HP to other Neutral creatures, helping keep your Goblins alive), Brass Idol (lets you draw two cards per turn -- with a maximum of 4 of each card in your deck, you may need to go through it several times to play all the required Goblins).
b) Items: Any items that boost both your Red Cap's ST & HP in combat, such as the Glaive (+20), Catapult (+30), or Prismatic Wand (+40 versus Meltia's Earth creatures), plus Earth Shield and Magma Counter (which neutralize Earth damage in Combat, to keep your Goblins alive).
c) Spells: Simulacrum, Reflection, and Peace (to keep your Goblins alive), Intrusion, Chariot, Telekinesis, and Telegnosis (to start combat, once your Red Cap has the required 300 ST & HP), Brave Song (adds +20 ST to your Creatures in battle for 4 rounds).
6) Do not add Fay, Lichenoid, etc. to your deck, as they modify a Creature's base stats. Once your Red Cap's special ability kicks in, it overrides whatever stats it had while it was on the map -- 4 Goblins makes your Red Cap 80 ST & 80 HP in combat, even if you've raised it's base values to 100/100 using Territory abilities. This also applies to Fat Body, which modifies the base stats. And remember that once your Red Cap moves from a land, any enchantments on it disappear, making spells like Hustle of limited usefulness.
7) Save your deck and start playing. Make sure you place at least one Red Cap on the map, preferably near an enemy Creature, so that it can move quickly to attack. Keep another in your hand, so you can use Intrusion if you don't happen to land close enough to an opponent's Creature. You may want to place your other Creatures on the top "loop" of the map, so you can go in smaller circles to level up the land so that you can work towards the 10,000 Total Magic needed to win.
8) Once your Red Cap is up to 300 ST & HP, you're ready to attack! You can check your stats before you go into battle by counting the Goblins on the map and comparing them to this chart:
15 Goblins = 300 ST & HP
14 Goblins + Glaive = 300 ST & HP
14 Goblins + Catapult = 310 ST & HP
13 Goblins + Prismatic Wand = 300 ST & HP
12 Goblins + Prismatic Wand + Borgess + Brave Song = 300 ST & HP
9) If you have a Red Cap in play near an enemy creature, you can either move it with the Territory/Move command (assisted by Telegnosis, if needed), or use Telekinesis or Chariot to move him. If you don't have any adjacent enemies, you can attack with a Red Cap from your hand using Intrusion. When attacking, use whichever combat item you've selected to boost his stats. If you counted your Goblins correctly, his stats will change to 300 ST & HP when combat starts.
10) Continue playing and win the match -- and the achievement!
During battle, ST/HP= Number of ?Goblin? currently in play ×20. Aid[All Goblins gain ST/HP+20].
Put out enough goblins using 'goblin lair' or by just casting goblins(max 4 per deck) to boost Red Cap's ST and HP. You can also use Fay's territory ability to boost +20ST and you can use Lichtenoid to boost +10HP. I just used goblins.
Simply drop 15 goblins on the board using goblin cards and goblins lair, then get into a battle with something. Red Cap will get 300 ST and 300 HP from those 15 goblins. Then win the match.
1 Comment
Boosts from items can also help out here - a Prismatic Wand will reduce the goblins required to 13, for example.
By GibGirl on 27 Jan 2009 00:26