The Eye of Judgment Walkthrough :
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Walkthrough - Trophy Guide============================================================================= T H E E Y E O F J U D G M E N T | ============================================================================= Strategy / Trophy Guide Playstation 3 ----------------------- Author: Vyrastas Email: vyrastas@gmail.com Version: 1.1 Guide content Copyright 2009-10 by Vyrastas. All copyrights regarding The Eye of Judgment game and its cards lie with Sony Computer Entertainment International, Hasbro and Upper Deck. Please direct all questions, corrections or suggestions to the email listed above. This guide can only be hosted at the following sites: ps3trophies.org ign.com gamefaqs.com supercheats.com neoseeker.com If you see it hosted somewhere else, please let me know. Version Change Log: 1.0 = 1/19/2010 : Initial release 1.1 = 1/23/2010 : Fixed minor formatting issues, updated hosting list ============================================================================= T A B L E O F C O N T E N T S | ============================================================================= I Introduction [INT] II Abbreviations [ABB] III Recommended Cards [REC] IV Gameplay Tips / Strategy [GAM] V Trophy Unlocking Order [UNL] VI Pre-Constructed Deck Trophies [PRE] VII Challenge Trophies [CHA] VIII Other Trophies [OTH] ============================================================================= I. I N T R O D U C T I O N [INT] | ============================================================================= The Eye of Judgment (EoJ) is a trading card game that uses the PlayStation Eye camera and collectible cards as part of its user interface. To platinum this game, you are going to need the following: - PlayStation Eye camera - A selective amount of Set 1/2 EoJ cards - EoJ game board - The game data updated to Version 3.00 - Sets 2 & 3 DLC ($19.99US bundle on PSN) The additional requirements make this one of the more expensive games to platinum, but the good news is that you can get through the majority of the trophies using mostly Set 1 cards, with a few Set 2 here and there for some of the challenges. Sets 1 and 2 are the easiest to find online. Also, if you wish, you can find scans of the cards and print them out (the camera will recognize it if it’s a decent color print) if you are looking for a particular card. At this point in the game’s lifecycle, they have discontinued making the cards, so that may be your only option in procuring some of the harder to find cards. That’s another reason why this game can be difficult to platinum nowadays. In this guide, you will be partially “cheating” by breaking a few rules that the COMP can’t enforce when you use the Eye camera. The trophies are fundamentally broken in that manner and it’s easy to take advantage of it if you want platinum. To “cheat” for these trophies, you just use whatever cards you want out of your entire pool of cards. The COMP doesn’t know you are drawing cards dishonestly and not keeping a hand. It merely tracks how many cards you have in your Library, Hand and Graveyard at any given time, as well as how many certain types of cards you have played (i.e. you can only play 3 of a specific creature in a game). So while working on trophies, just play from your entire pool of cards. DO NOT DRAW AND CARRY A HAND. However...there are no true foolproof ways of beating the COMP. You still need to know game strategy, what some cards do, what kind of card limits there are in a game, etc, to be successful because even though the COMP is fairly predictable from deck to deck, it will draw different cards each time and occasionally you may be caught off guard. So you need to know what to play in what situation. And that can only come from practice and really learning the game. There is no story mode for this game, so really it just boils down to winning a lot of matches against the COMP. Fun, huh? Before continuing further, make sure you’ve read the game manual/rules and watched the tutorial videos provided in the game. You need to know how to play the game at a basic level. If you're looking for some documentation, or manuals, this page will help: http://www.eojmanager.com/forum/posts/list/3459.page ============================================================================= II. A B B R E V I A T I O N S [ABB] | ============================================================================= Abbreviations used this guide: - AC = Activation Cost, i.e. how much mana it costs to attack with an already placed creature - COMP = Computer - EoJ = Eye of Judgment - HP = Hit Points - MP = Magic Protection - SC = Summoning Cost, i.e. how much mana it costs to summon a creature ============================================================================= III. R E C O M M E N D E D C A R D S [REC] | ============================================================================= I will not explain what every stat on individual cards and such mean; it’s not necessary to the guide and that information can be easily found in the game manual or on EoJ-centric sites (check out this site: http://www.eojmanager.com). Note that there are most likely many different ways to win against the COMP considering there are 311 different cards available to you, the player. In choosing cards I tried to stay within Set 1 as much as possible, but there are a number of really good Set 2 cards that make victory much easier in the silver challenges. To this guide, I recommend that you have the Set 1 & 2 cards listed below on hand. Cards marked by * are ones that are critical to have for this guide. The others are good to have because you never know what the COMP will throw at you and its best to be prepared. Card # and element are listed in parentheses. A few are marked with quantity (i.e. x2) – this indicates that you may need to use more than on the board at the same time. For the rest you can get away with one because you can only have 5 creatures max on the board anyway and you can just replay a card if it gets killed. CREATURES Creature cards are broken down into tiers based on their general purpose in the game. * = Highly Recommended Card [Tier 1] : 1 SC Cards to quickly grab fields or enhance other cards -------------------------------------------------------------------------- | CARD NAME | SET | NUM | ELEMENT | SC | NOTES | ========================================================================== | Flame Magus | 1 | 1 | Fire | 1 | use at the end to ensure | | | | | | | victory | -------------------------------------------------------------------------- | *Monk Elder of | 1 | 19 | Water | 1 | use on Water, adjacent | | Okunada | | | | | allies gain a dodge attempt | -------------------------------------------------------------------------- | *Verzar Canine | 1 | 37 | Earth | 1 | use on Earth, adjacent | | | | | | | allies gain +1 Protection | -------------------------------------------------------------------------- | Verzar Foot | 1 | 38 | Earth | 1 | use at the end to ensure | | Soldier | | | | | victory | -------------------------------------------------------------------------- | Leapfrog Bandit | 1 | 55 | Wood | 1 | use at the end to ensure | | | | | | | victory | -------------------------------------------------------------------------- | Bewitching Elf | 1 | 57 | Wood | 1 | use at the end to ensure | | Archeress | | | | | victory | -------------------------------------------------------------------------- | *White Cubic | 1 | 90 | Neutral | 1 | can be sacrificed for a | | | | | | | high mana creature on the | | | | | | | subsequent turn for no SC | -------------------------------------------------------------------------- [Tier 2] : 2-3 SC cards to hold a field for a few turns or provide bonuses -------------------------------------------------------------------------- | CARD NAME | SET | NUM | ELEMENT | SC | NOTES | ========================================================================== | *Freedonian | 1 | 3 | Fire | 2 | placed on a non-Fire field, | | Wanderer x2 | | | | | you gain 1 mana each time a | | | | | | | creature is summoned | -------------------------------------------------------------------------- | Partmole Flame | 1 | 4 | Fire | 3 | high HP card to use on a | | Lizard | | | | | Fire field to hold it | -------------------------------------------------------------------------- | Alujah | 1 | 22 | Water | 2 | use at the end to ensure | | Priestess | | | | | victory | -------------------------------------------------------------------------- | *Tentacles of | 1 | 23 | Water | 2 | use on Water, gains | | Possession | | | | | Possession of enemy in | | | | | | | front of it | -------------------------------------------------------------------------- | *Skeleton | 1 | 40 | Earth | 2 | use on Earth, gain 1 extra | | Soldier | | | | | mana if destroyed | -------------------------------------------------------------------------- | *Elven | 1 | 59 | Wood | 2 | high HP card to use on a | | Berserker | | | | | wood field to hold it, +2 | | Maiden | | | | | attack and dodge attempt if | | | | | | | HP reduced to 1 | -------------------------------------------------------------------------- | *Biolith | 1 | 74 | Biolith | 3 | if it damages but does not | | Stinger | | | | | destroy an enemy, it will | | | | | | | switch fields with the | | | | | | | enemy | -------------------------------------------------------------------------- | Athenix Citadel | 2 | 175 | Biolith | 3 | use on Biolith, all other | | | | | | | allies with the same | | | | | | | element as the field this | | | | | | | is placed on gain +1 MP, | | | | | | | magic attack is good for | | | | | | | hitting any enemy | -------------------------------------------------------------------------- | Flailmonger | 2 | 176 | Biolith | 3 | adds 2 to the SC of an | | | | | | | enemy summoned within 2 | | | | | | | fields of the front | -------------------------------------------------------------------------- [Tier 3] : 3-4 SC cards with good attack power -------------------------------------------------------------------------- | CARD NAME | SET | NUM | ELEMENT | SC | NOTES | ========================================================================== | *Venoan | 1 | 27 | Water | 3 | high HP card to use on a | | Assassin | | | | | Water field to hold it or | | | | | | | to ensure a hit on an | | | | | | | enemy’s blind spot, as it | | | | | | | always attacks the enemy’s | | | | | | | back | -------------------------------------------------------------------------- | *Novogus | 1 | 43 | Earth | 3 | high HP card to use on an | | Catapult | | | | | Earth field to hold it, | | | | | | | long-range attacks, if | | | | | | | destroyed you gain mana | | | | | | | equal to the number of | | | | | | | Earth fields | -------------------------------------------------------------------------- | *Imperial | 1 | 75 | Biolith | 3 | dual-attack, gain 1 mana | | Biolith Guard | | | | | each time you summon a | | x3 | | | | | creature to a Biolith field | -------------------------------------------------------------------------- | *Biolith Battle | 1 | 76 | Biolith | 4 | dual-attack, good for | | Chariot | | | | | corners or taking down two | | | | | | | enemies at once | -------------------------------------------------------------------------- | Biolith War | 2 | 178 | Biolith | 4 | dual-attack, good for | | Chariot | | | | | corners or taking down two | | | | | | | enemies at once, gains +2 | | | | | | | Attack if attacking an | | | | | | | enemy with a SC of 4 or | | | | | | | more | -------------------------------------------------------------------------- | *Behemoth | 2 | 179 | Biolith | 4 | exchanges fields with the | | Terrorformer x2| | | | | target | -------------------------------------------------------------------------- [Tier 4] : 4+ SC cards with magic attack or special abilities -------------------------------------------------------------------------- | CARD NAME | SET | NUM | ELEMENT | SC | NOTES | ========================================================================== | Aegis Citadel | 1 | 82 | Biolith | 5 | use on Biolith, all other | | | | | | | allies with the same element| | | | | | | as the field this is placed | | | | | | | on gain Invisibility | -------------------------------------------------------------------------- | Arc Satellite | 1 | 83 | Biolith | 5 | magic attack is good for | | Cannon | | | | | hitting any enemy | -------------------------------------------------------------------------- | Scion, Biolith | 1 | 87 | Biolith | 6 | magic attack targets all | | Lord | | | | | enemies with the same | | | | | | | element as the target | | | | | | | enemy, allied Biolith | | | | | | | creatures subtract 2 from | | | | | | | their AC | -------------------------------------------------------------------------- | *Phaseus, | 1 | 89 | Biolith | 9 | magic attack of 4 targets | | Biolith God | | | | | all enemies | -------------------------------------------------------------------------- | Tolicore Zealot | 2 | 169 | Wood | 4 | but will steal exit mana | | | | | | | from defeated Earth enemies | -------------------------------------------------------------------------- | Archiver | 2 | 181 | Biolith | 5 | field in front of Archiver | | | | | | | is treated as a Biolith | | | | | | | field, all allies of the | | | | | | | same element as a summoned | | | | | | | creature gain 1 HP | -------------------------------------------------------------------------- | Battle Master | 2 | 182 | Biolith | 6 | attacks same target twice, | | | | | | | allows a Scion, Biolith | | | | | | | Lord to be placed in hand, | | | | | | | enemies in front, back, | | | | | | | left or right add 2 to AC | | | | | | | and cannot dodge | -------------------------------------------------------------------------- SPELLS -------------------------------------------------------------------------- | CARD NAME | SET | NUM | TYPE | SC | NOTES | ========================================================================== | *Parmetic Holy | 1 | 91 | Ritual | 0 | only 1 can be played in a | | Feast | | | | | game, discard a card to | | | | | | | gain 2 mana | -------------------------------------------------------------------------- | *Summoner | 1 | 93 | Ritual | 0 | only 1 can be played in a | | Mesmer's Lapse | | | | | game, enemy loses mana | | | | | | | equivalent to a card you | | | | | | | discard | -------------------------------------------------------------------------- | *Beguiling Fog | 1 | 94 | Conj. | 0 | turn a card any direction | -------------------------------------------------------------------------- | Clare Wil’s | 1 | 96 | Conj. | 1 | boost a card’s attack power | | Banner | | | | | by 2 for duration of the | | | | | | | turn | -------------------------------------------------------------------------- | *Healing Shower | 1 | 97 | Conj. | 2 | add 3 HP for allies of the | | | | | | | same element as the target | -------------------------------------------------------------------------- | Fissures of | 1 | 98 | Conj. | 2 | fieldquake any field | | Goghlie | | | | | | -------------------------------------------------------------------------- | *Seer Vizak’s | 1 | 109 | Sorcery | 5 | fieldquake ALL fields at | | Calamity | | | | | once | -------------------------------------------------------------------------- | *Absolver | 2 | 191 | Ritual | 0 | only 1 can be played in a | | Sacrament | | | | | game, Sacrifice an allied | | | | | | | creature and gain mana | | | | | | | equal to its SC | -------------------------------------------------------------------------- Many of the Set 1 cards can be found in the pre-constructed theme decks that can be purchases. For more info on what is contained in each pre-constructed deck (the ones you will battle for trophies), see this page: http://www.eojmanager.com/decks.html Expand “Preconstructed Decks” on the left and select a deck to see what cards it contains. ============================================================================= IV. G A M E P L A Y T I P S / S T R A T E G Y [GAM] | ============================================================================= = GAME SETTINGS ----------------------------------- This is very important. To unlock any of the trophies in this guide, you MUST play the COMP on Normal difficulty or higher and use the Official Board layout. The Official Layout in the orientation it appears on the screen is as follows (front/back): NORTH 1 Water/Biolith 2 Fire/Water 3 Wood/Biolith 4 Earth/Fire 5 Biolith/Biolith 6 Water/Wood 7 Fire/Biolith 8 Wood/Earth 9 Earth/Biolith SOUTH In this trophy guide I will refer to the fields on the board by number, so please familiarize yourself with it. Note that I will reference to the top of the board as NORTH and the bottom as SOUTH when specifying how to place cards. Left and right will be WEST and EAST, respectively. I also recommend you set the first move to the PLAYER and turn the Battle Animations off (you will get bored of them quick and some can be a bit long). Set the turn time limit to whatever you’re comfortable with, I suggest at least 3 minutes in case you have camera issues. The COMP will move quickly each time so the time limit is more for your benefit. = CARD LIMITS ----------------------------------- Though we are cheating, you cannot just play the same card 10 times in a row. There limits to how many times certain cards can be used in this game, which is not explained very well in the instructions. So here’s brief overview. You will notice in the bottom left corner of the picture on some cards there will be a number 1 on top of some gray cards, like this: XXX Those indicate a limit to that card. This means you can only use that particular card once in the game. Sometimes the cards are multi-colored, like this: XXX For creatures this means you can only have one card of that particular Race in the game. The Race and Affiliation are listed just below that graphic, like this: XXX For spells this means you can only have X cards of that particular Spell element in the game. It’s usually 1 for Biolith and 3 for all other elements. For any card without a limit indicator, you can only play 3 of that card max during a game. Also, only 3 Ritual cards can be played in a game. = FIELDQUAKING / FIELD SWAPPING ----------------------------------- Fieldquaking is when a field is flipped and the bottom element becomes the top. Note in the layout above that only fields 2 and 8 are “opposing” fields. By that I mean the opposing element to the default element is on the other side of the field (Fire vs Water, Wood vs Earth). Placing a creature on its native element gives it 2 additional HP (except for Biolith). Placing it on its opposing element removes 2 HP. So if you place a fire creature on field 2 and the field is quaked to water, the creature will lose a net of 4 HP immediately (and most likely die). There are also few Biolith cards I recommend that allow a player to swap places with an enemy card or swap fields after an attack. This is another way of switching fields on the enemy and automatically removing HP by taking away a field bonus. These cards are: - Biolith Stinger (Set.1 #74, Biolith) – switch places with an enemy - Behemoth Terrorformer (Set.2 #179, Biolith) – switch fields with an enemy = MULTI-DIRECTIONAL ATTACKS ----------------------------------- Be cautious when placing cards that have multi-directional attacks, especially when your allies are in the direct line of fire. The COMP is often clever enough to attack that card from one side and force it into counter-attacking – which will then attack your own ally card on the other side. = CARDS IN HAND ----------------------------------- Pay attention to how many cards the COMP says you have. You will want to summon a creature every turn for most of the trophies, so using spells prior to summoning will deplete your hand by 1 or 2 cards (depending on if the spell requires you to discard an additional card, like Summoner Mesmer’s Lapse). You should only have to use 2-3 spells for each trophy, but keep it in mind. = BEING PASSIVE ----------------------------------- It is much easier to beat the COMP on the bronze trophies if you don’t go on the offensive. It helps on a couple of the silver challenges but killing the COMP indiscriminately only gives it extra mana (you get 1 mana back when one of your cards dies, this is called “exit mana”). = REMOVING / STEALING MANA ----------------------------------- Always keep a Summoner Mesmer’s Lapse (Set.1 #93) on hand if the COMP is building up too much mana (at least 4 or more). If you have at least 2 cards in your hand, use this and then discard any card from your pool where the summoning cost is equal to or greater than the COMP’s current mana. It will reduce the COMP’s mana to 0 and give you a huge edge. A good way to steal mana, specifically against the Earth decks, is to use a Tolicore Zealot (Set.2 #169). It will steal the exit mana from a defeated Earth enemy. = MANA BOOSTING ----------------------------------- There are a few easy ways you can get extra mana during normal play: -Use a Parmetic Holy Feast (Set.1 #91) and get 2 mana for discarding any card. Can only be used once in a game. -Place a Freedonian Wanderer (Set.1 #3) on a non-Fire field (except Water, which will kill it). Every time you summon a card while this card is in play, you will get 1 extra mana. -Place a Biolith Imperial Guard (Set.1 #75) on a Biolith field and whenever you summon an ally to a Biolitih field while this card is in play, you will get 1 extra mana. This is especially useful for the “5 Biolith Fields Occupied” challenge after fieldquaking the board (see “Battle Master” trophy). Also, if an enemy places a Freedonian Wanderer or Biolith Imperial Guard, take it out as quick as you can to prevent the enemy from boosting mana. = ATTACK BOOSTING ----------------------------------- Always have a Clare Wil’s Banner (Set.1 #96) on hand. It costs 1 mana but will boost the attack power of any ally by 2 for the duration of your turn. If you need to take out an enemy (to get out of check, for instance) and are 1- 2 attack power short and have an extra mana, use it. = BLIND SPOT ----------------------------------- Most creature cards have a blind spot, it’s indicated by a B in the defense pattern on each card. Try to keep the blind spot on the outside of the board as much as possible, because if an enemy attacks the blind spot directly it basically adds a point to their attack. Be careful if you place a card next to an ally and the blind spot is in the direct line of their attack, especially with multi-directional attack cards (as the COMP will attack it in order to get it to counter-attack and hit the blind spot of the ally card). = PROTECTION / DODGE / INVISIBILITY ----------------------------------- These abilities can be useful and make or break a game. Some of the recommended cards for this guide grant Protection or Dodge to allies. These cards are: - Monk Elder of Okunada (Set.1 #19, Water) - Dodge - Verzar Canine (Set.1 #37, Earth) - Protection - Aegis Citadel (Set.1 #82, Biolith) - Invisibility - Athenix Citadel (Set.2 #175, Biolith) – Magic Protection = ATTACK VS. MAGIC ATTACK ----------------------------------- Beware that some cards have Perfect Dodge, which means they always dodge a physical attack. However, they can still be hit with a Magic Attack. Magic Attacks have an advantage over regular Attacks in that they can target any enemy on the board and can bypass an enemy’s Dodge ability. The only drawback is that most cards with a Magic Attack have poor HP or Blind Spots on every side and can be taken down fairly quickly. = SUMMONING LOCK ----------------------------------- Cards with a lock around their SC cannot be summoned unless placed on a Biolith field or the Summoning Lock is unlocked. The Summoning Lock is in place whenever there are 3 or less creatures on the board. Use this to your advantage when facing the Biolith-themed decks for the bronze trophies. ============================================================================= V. T R O P H Y U N L O C K I N G O R D E R [UNL] | ============================================================================= = Step 1: Unlock All the Pre-Constructed Decks ---------------------------------------------- In order to access the challenges in a Set (silver trophies), you must first beat all pre-constructed decks in that Set (bronze trophies, silver for Final decks). They have to be done in order for each Set, but you can do the Sets in any order you wish. The deck order in a Set is always Fire - Water - Earth - Wood - Biolith - Final, with the exception of Set 1, which starts with the Starter Deck before continuing on to Fire. The Starter Deck is not a pre- constructed deck, technically, but you won’t be able to select a pre- constructed deck for Set 1 until you beat it. The “Final” deck has a different name in each Set: Set.1 = Arbiter Set.2 = Parmetic Wrath Set.3 = Eye of Judgment Once you beat the “Final” pre-constructed deck for a Set, it will unlock all the challenges for that Set. = Step 2: Complete the Challenges ---------------------------------------------- Next complete the silver challenge trophies. The challenges are the same for each elemental deck across all 3 Sets (i.e. the challenge for the Fire deck in each Set is always the same). I suggest you complete them in the following order: 1. Challenge 2, Water decks (Win without killing an enemy) 2. Challenge 4, Wood decks (Win within 10 turns) These first two challenges should be easy if you use the same basic strategy you used for unlocking the pre-constructed decks. They are both virtually the same – just win really quick without attacking the enemy and summoning on every turn. 3. Challenge 1, Fire decks (Win without using spell cards) This is a bit more challenging, because you can’t use spell cards, but the same strategy as before can apply, you’ll just need to improvise a little bit and the game will run a bit longer. 4. Challenge 3, Earth decks (Win without an opponent left on the board) This one is not hard if you use a God card that can attack all the COMP’s cards at once. 5. Challenge 5, Biolith decks (Win with 5 Biolith fields occupied) 6. Challenge 6, “Final” decks (Win with creatures of the same element on the board) Definitely the hardest challenges of the game, but once you can do Challenge 5, all you need do for Challenge 6 is use the exact same strategy (using Biolith cards only) and you will have that one in no time. = Step 3: Grind Out 100 Wins ---------------------------------------------- If you’ve been following the roadmap so far, at this point you will have 37 wins and all of the trophies except for the lone gold (Divine Warrior of Juno, 100 wins). You should also have no issues beating the COMP easily. So now all you need to do is continue to beat the COMP offline using the same settings as before (I suggest the Set 1 Water Barrage deck) until you get 100 wins and the gold trophy. At that point you will also get your platinum. Yay! ============================================================================= VI. P R E - C O N S T R U C T E D D E C K T R O P H I E S [UNL] | ============================================================================= Remember, if you want to know what is contained in each deck, check this webpage: http://www.eojmanager.com/decks.html There is a basic strategy that you can use again all of the pre-constructed deck (and Starter deck) trophies. The strategy is outlined below and is followed by the list of pre-constructed deck trophies, along with "COMP Deck Notes" for each one. These Notes describe a few things to watch for when playing against each particular deck. Each deck will always be the same 30 cards (though in random order for the COMP) and it’s helpful to know what cards you can expect to be played against you. The Notes will focus on what cards the COMP plays most commonly. As such, the strategy below only needs minor tweaking from deck to deck. Game Settings ------------------ Always the same for each trophy, except for the Deck Name Game Type = PLAYER VS. COMP Deck Type = Pre-Constructed Deck Deck Name = listed in trophy description for the trophy you are attempting Difficulty = Normal Board Layout = Official First Move = Player ** Note that the conditions and confirmation of an unlockable trophy for your settings will scroll across the bottom of the screen during game setup. Double-check that to make sure you have the right options selected before playing Strategy ------------------ Nine times out of ten, you can use the below strategy and easily beat the COMP within 9-11 turns. This strategy applies only to trophies redirected here, namely all the bronzes, and the silver challenges for the Water decks (win without killing an enemy) and Wood decks (win within 10 turns). If you're trying to complete those two challenges, don't place your cards so that they attack the COMP. You don't want to attack the COMP for those challenges. You just want to win quickly and passively. = Turn 1, Player Cast Parmetic Holy Feast (Set.1 #91) and show any card to the Eye to gain 2 mana. Then play Verzar Canine (Set.1 #37) in Field 9 facing North. On turn 2, depending on the deck you are playing, sometimes the COMP will play something in Field 3 or 7 to attack your Verzar Canine from afar, for example a Bewitching Elf Archeress (#57). Use a Beguiling Fog (#94) to adjust your card if need be, but don’t worry about it too much. = Turn 3, Player Play Freedonian Wanderer (Set.1 #3) in Field 8 facing North. It will now have +1 Protection from the Verzar Canine and give you 1 mana each time you summon a new creature. From this point forward on any turn, check and see if you need to do the following prior to summoning a creature (since that ends your turn): a. If the COMP has 2 or more mana when it’s your turn, then prior to summoning a creature play Summoner Mesmer’s Lapse (Set.1 #93) and discard any card with mana equal to or greater than the COMP’s mana. This strips the COMP of all its current mana. If you’re playing a Biolith deck, it’s guaranteed the COMP will have 4 mana by Turn 5, because it always skips the first couple turns to build up mana for the high SC Biolith cards. b. If you have at least 4 mana and 2 cards in your hand, cast a Healer Shower on the card that needs it the most. = Turn 5, Player a. If the COMP has a card in either Field 3 or 5, play Tentacles of Possession (Set.1 #23) in Field 6, facing in the direction where the enemy is. This will possess the enemy card and render it useless to the COMP. If there are enemies in both Fields 3 and 5, pick the one that is the strongest and possess it. Your blind side will not be exposed either way and the Tentacles will have +1 Protection (from Verzar Canine). b. If the COMP doesn’t have cards in neither Field 3 or 5, play Monk Elder of Okunada in Field 6 facing West. This will give the Monk Elder +1 Protection (from Verzar Canine) and the Verzar Canine a Dodge attempt (from Monk Elder). At this point the COMP may play something in a corner that has a Magic Attack, in order to remove the Verzar Canine and the Protection it gives allies. = Turn 7, Player a. If the COMP has taken out one of your preceding cards from Fields 3 or 7 (using a magic attack or long-range attack), consider taking it out with a Tier 3 or 4 attack card, depending on how much mana you have. Some options at this point are Venoan Assassin (#27) or Imperial Biolith Guard (#75) (if the Summoning Lock is broken). Always try to leave at least 1 mana in your bank because you’ll want to summon higher SC cards from this point forward. Use a Clare Wil’s Banner (#96) for 1 SC if you need extra attack power. b. If the COMP has left you fairly alone so far, play a Tier 3-4 attack card in Field 5 (Biolith) if it is open, preferably a Biolith card. You should have decent mana if you have been keeping your Freedonian Wanderer alive. Your best bets for Field 5 are Biolith Battle Chariot (#76), Biolith War Chariot (#178), Athenix Citadel (#175), Aegis Citadel (#82) or Arc Satellite Cannon (#83). These are high SC/HP cards that should stay on the board for a while. For the Chariots, make sure the dual-attack is pointed away from your allies in Fields 6 and 8. Remember, you can also play these Biolith cards on any field element without worrying about an HP penalty. c. If the COMP has broken your defenses in Fields 6, 8 and 9, consider building it again in Fields 1 and 4 (i.e. replay Verzar Canine and Monk Elder of Okunada / Tentacles of Possession). Spreading things out is a good way to get an upper hand. From this point forward the possibilities are too divergent for a turn-by-turn analysis. You should have at least 3 cards on the board now. The remaining strategy is to keep them alive while being able to summon the last cards you need to reach 5 and the victory. = Here are some options to solidify victory: a. Play element cards on the same element field to get the HP bonus. b. Try replaying the same element cards as before, but of a higher Tier, in the same spots if they are open – as you should be gaining on mana if your Freedonian Wanderer is still alive and can afford them. If the same spots are taken by the COMP, play in Fields 1 and 4. c. Playing Novogus Catapult (#43) on Field 4 or 9 is handy, as you will get bonus mana if it is destroyed. d. Use another Healing Shower to keep a card alive and remember you get to use it 3 times – but don’t forget about how many cards you have in your “hand,” you can only play as many cards as the COMP says you have and if play 2 or more each turn you will soon be reduced to zero cards. e. If the COMP has you in Check, find a way to kill one of its cards. Something with a powerful magic attack, like Arc Satellite Cannon (#83), is very useful, as it can target any enemy. Any Biolith card with good attack power is optimal for this purpose, just beware dual-attacks and don’t put your allies in the line of fire. f. Don’t attack the COMP unless you need to get out of Check. Place your final card in a direction to avoid attack / counter-attack and keep the blind spot to the outside of the board or next to an ally. Here is a video that illustrates the strategy described above: ============================================== http://www.youtube.com/watch?v=bYdyvH4TKb0 ============================================== = A note when using this strategy against Biolith decks The COMP will pass the first few rounds in order to build up mana and summon powerful Bioliths. Use Summoner Mesmer’s Lapse (#93) on your 3rd turn to prevent this. Also grab Field 5 (Biolith) early (perhaps 3rd turn) and keep the Summoning Lock on as long as possible, as a good number of the COMP’s cards are Locked. The Set 1 Biolith deck is probably the toughest deck to win against in the entire game. Set 1 Trophies ------------------ The following trophies are listed in the order you have to acquire them. =================================== = GATEMASTER =================================== For braving the gateway to battle. (Victory vs. Starter deck) Set 1. Select “Starter” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. COMP Deck Notes: - 2 Venoan Assassins (#27) to attack blind spots - 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at the same time - 2 Twin Goblins (#61), multi-directional attack - White Cubic (#90), may use this to try to summon Sciondar Fire God for free, take out immediately - Stone Wing Dwarf (#39) and Giant Axe Dwarf (#41) on the board at once will boost each other’s Attack and Protection =================================== = MOURNING ASCETIC =================================== Bronze. For training in the rites of the flame. (Victory vs. Set 1 theme deck, Fire Crusader) Set 1. You must first unlock “Gatemaster” in order to attempt this trophy. Select “Fire Crusader” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. COMP Deck Notes: - 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) – ignore if placed on Fire fields, destroy otherwise unless you are close to winning - Didi the Enlightened (#14) – Hero, two attacks, prevents Fire fieldquaking - 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at the same time - Skeleton Soldier (#40), multi-directional attack and additional exit mana – don’t destroy unless necessary - Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary - Novogus Golem (#46), gains Protection equal to the number of empty fields, played early this card is hard to destroy =================================== = OKUNADAN MONK =================================== Bronze. For suppressing the aquatic mutiny. (Victory vs. Set 1 theme deck, Water Barrage) Set 1. You must first unlock “Mourning Ascetic” in order to attempt this trophy. Select “Water Barrage” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. COMP Deck Notes: - 2 Monk Elders of Okunada (#19), gives adjacent allies a Dodge attempt - Tentacles of Possession (#23) to take control of one of your cards - 2 Venoan Assassins (#27) to attack blind spots - Skeleton Soldier (#40), multi-directional attack and additional exit mana – don’t destroy unless necessary - Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary - Juno Tree Haunt (#63), has Perfect Dodge, destroy with magic attack if necessary =================================== = SWORDSMAN OF EAST REACH =================================== Bronze. For gaining the recognition of your earthen comrades. (Victory vs. Set 1 theme deck, Earth Emperor) Set 1. You must first unlock “Okunadan Monk” in order to attempt this trophy. Select “Earth Emperor” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. COMP Deck Notes: - Great Minos of Sciondar (#6), has Perfect Dodge, destroy if on non-Fire field (fieldquake or swap) - 2 Verzar Canines (#37), gives +1 Protection to adjacent allies - 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at the same time - Stone Wing Dwarf (#39) and Giant Axe Dwarf (#41) on the board at once will boost each other’s Attack and Protection - Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary - Se Hollyn Fortress (#45), gives +2 Protection to adjacent allies - Arelai the Protector (#50), gains Protection equal to number of Earth fields, allies on Earth fields gain +1 Protection =================================== = TIL VORG RIDERS =================================== Bronze. For those who have joined the liberation army of wood. (Victory vs. Set 1 theme deck, Wood Swarm) Set 1. You must first unlock “Swordsman of East Reach” in order to attempt this trophy. Select “Wood Swarm” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. COMP Deck Notes: This deck has a very strong discard component against you, so be careful if you destroy some of the enemies, especially Woods on non-Wood fields. If you have to discard too much you won’t be able to do many spells. - 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) – ignore if placed on Fire fields, destroy otherwise unless you are close to winning - 2 Monk Elders of Okunada (#19), gives adjacent allies a Dodge attempt - Queen’s Servant (#28), has Magic Attack and Perfect Dodge, steals 1 mana from you if destroyed – don’t destroy unless necessary - Leapfrog Bandit (#55), if destroyed on non-Wood field you must discard 1 card - Samurai Nagirashu (#60), if destroyed on non-Wood field you must discard 1 card - Elven Rider (#64), if destroyed on non-Wood field you must discard cards equal to the number of Wood fields =================================== = BIOLITH CASTLE KEEPER =================================== Bronze. For proving oneself to the Bioliths. (Victory vs. Set 1 theme deck, Biolith Scourge) Set 1. You must first unlock “Til Vorg Riders” in order to attempt this trophy. Select “Biolith Scourge” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. COMP Deck Notes: One way to control this deck is to grab the center Biolith field and then prevent the Summoning Lock from opening. Biolith creatures can only be summoned to Biolith fields if the lock is in place. The COMP will always pass the first two turns to build up mana to summon a Biolith, so remove its mana on the second turn with a Summoner Mesmer’s Lapse. - 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) – ignore if placed on Fire fields, destroy otherwise unless you are close to winning - Monk Elder of Okunada (#19), gives adjacent allies a Dodge attempt - Skeleton Soldier (#40), multi-directional attack and additional exit mana – don’t destroy unless necessary - Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary - 2 Imperial Biolith Guards (#75), multi-directional attack, gain extra mana each time a creature is summoned to a Biolith field - 2 Behemoth Groundbreakers (#79), fieldquakes adjacent fields when summoned - Ouroboros Dragon (#84), attack boosted by other Biolith allies on the board, if on Biolith field no fields can be fieldquaked – prevent the COMP from summoning this by keeping its mana under 7 if possible and the Summoning Lock in place - Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board - Seer Vizak’s Calamity (#109), fieldquakes all fields – I have never seen the COMP play this, but beware if it does, it will boost a Biolith-themed deck immensely =================================== = YAKSHA NINJA =================================== Silver. For victory over the federation army. (Victory vs. Set 1 theme deck, Arbiter) Set 1. You must first unlock “Biolith Castle Gatekeeper” in order to attempt this trophy. Select “Arbiter” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. COMP Deck Notes: - Tentacles of Possession (#23) to take control of one of your cards - Venoan Assassin (#27) to attack blind spots - 2 Verzar Canines (#37), gives +1 Protection to adjacent allies - 3 Verzar Foot Soldiers (#38), can boost attack if more than one are on the board at the same time - Leapfrog Bandit (#55), if destroyed on non-Wood field you must discard 1 card - Parmetic Holy Feast (#91), gives COMP 2 mana for discarding - Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board Set 2 Trophies ------------------ The following trophies are listed in the order you have to acquire them. =================================== = BLACK GOAT PRISON GUARD =================================== Bronze. For capturing the unscrupulous followers of the flame. (Victory vs. Set 2 theme deck, Fire King's Rage) Set 2. You must have first purchased the Set 2 DLC in order to attempt this trophy. Select “Fire King’s Rage” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout. See “Gatemaster” for strategy. COMP Deck Notes: - Behemorph (#118), +2 attack half the time (it seems to get that a lot), can attack in 3 directions - 2 Relentless Skeletons (#144), has Resurrection on a non-Earth field – don’t destroy unless necessary - Dwarf Sniper (#146), enemies in the 2 fields in front cannot Dodge |
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Another The Eye of Judgment Walkthrough :
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