The chronicles of Emerland. Solitaire.

The chronicles of Emerland. Solitaire.

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Hints & Tips
By MrL0G1C
General hints and tips to make it easier to get perfect levels.
   
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XP, bonuses and Gold
Gold:
Gold can buy amulets and wild cards* Gold is hidden underneath the bottom cards, if you replay a game any gold you picked up won't be there the 2nd time round. Random bonuses also give you gold.

You can get an extra 500 gold per stage (10 games) by completing 5 of the games perfectly (no cards left on the playing field)

XP:
Your score at the end of a game directly converts to XP, replaying a game will not give you extra XP though. If you replay a whole stage and get better scores over the whole stage then you will be given the difference in XP at the end of the stage.

You get 1000 more score and hence extra XP by completing a game perfectly.

Since 5 perfect games gets you 500 gold and 10 perfect games gets you at least 10% extra XP (as compared with no perfect games) then obviously it is worth replaying games until you get perfect, this also will get you some extra gold from bonus drops.

Bonuses:

Bonuses drop randomly onto the face up cards after a card has been taken, you have a limited amount of time to play those cards to get the bonus before the bonus disappears.

Show Cards Turns 2 or 2 face down cards.

Add Cards Adds 2 or 3 cards to the deck, very handy.

Multiply Points Applies a multiple of 2 or 3 to your current score.

Add Coins Gain 30 or 50 gold.

Getting a perfect game gets you more score which means more XP, if you don't get a perfect game then go back and do it again otherwise the game will get harder and harder.

XP levels get you perks such as score multipliers, more cards to the deck and the ability to flip some face down cards.

*Do not spend gold on wild cards, you get wild cards as you play and you can play over and over but you do not get much more money if you play over, keep the money for amulets, they are very helpful.

Do not buy the experience amulets, they are a waste of money because the other amulets are more important such as being able to see what card comes next in the deck and most importantly there is one amulet per companion which makes their abilities far far better, get those amulets asap.

Amulets
$=gold

Amulets you should buy 1st:

Get these 1st unless you have a companion without their booster amulet.

Golden Wheel ($2500) and gets you 20% extra gold, Obviously you want to buy this 1st so that you can buy all of the other amulets quicker.

Mother Tree Pollen ($1500), lets you see the top card of the deck (hover the mouse over the deck), if you're patient and strategic then this can lead to better choices of which card to remove next.

Boar Tusk ($3500) gets you 2 extra cards to your deck and Pearl Necklace ($5000) gets you 3 extra cards to your deck. Of course having an extra 5 cards in the deck will give you a much better chance of winning.

Turquise Teardrop ($3000) More wildcards appear, handy for big combos.

Companion Enhancement Amulets ($3000 each):

All of the companions are vastly improved once their respective amulet is bought. Each time you gain a companion you should buy their booster amulet asap.

Guardian's Sword Booster Without this the Guardian companion is pretty useless, buy it ASAP, it changes the deck facing up card to one which you can place another card on. This companion can allow you to continue a good combo run. It is good to use this when you have for example 3 or 4 cards of the same value all facing up meaning that when you turn a card from the deck it has a low chance of being useful.

Archer's Arrow Booster Allows you to destroy another card when used, very useful. Best used either as late as possible in the game and/or when there is a complete lack of combo moves possible.

Dwarf's Hammer Booster Flips half the cards on the table so you can see them allowing you to plan ahead and make much better combos. Best used early in the game but only once the locked cards have been unlocked - locked cards won't be shown when you use the hammer.

Mermaid's Trident Booster Allows you to destroy another card when used, very useful. Best used either as late as possible in the game and/or when there is a complete lack of combo moves possible.

Other amulets:

Emerald Eye ($1500) and Hydra's Blood ($2000) Each gives you an extra undo, handy, but you shouldn't buy these until you have bought the amulets listed above.

Nomad's Beads ($1500) Nice to have but you generally have a rough idea of how many cards there are and this amulet isn't going to help you win the game so buy last.

All Seeing Eye ($3500) All this does is makes the cards that you can take next twinkle. Seeing as you can tell what cards you can take next simply by looking at them, this amulet is not of much use. Recommendation: Don't buy.

Dragon's Tear's ($2500) 5% experience gain and Sapphire Dawn ($4000) 15% experience gain. The main advantage of these amulets is that you will get the bonus drops a bit sooner. My opinion is that since you can max out your experience long before the end of the game then you don't need these and the gold they cost you would be better spent on other more useful amulets. If you do decide to buy these then you should buy them straight after buying the golden wheel to get the most out of them.

Strategy
Tips to increase your chances of winning any particular game:

When some of the cards are frozen, ensnared etc then you should prioritise unlocking those cards.

If a card is sitting on top of two or more piles then that card should be removed 1st.

A card that is not sitting on top of any other cards is the lowest priority to be removed.

When ending a move/combo it is good to try to have as many different value cards left as possible, ie you want the biggest chance that the next card in the deck that you turn over will be usable. So for example if the face up cards are 4 4 4 6 and the deck card is a 5 then you should turn a 4 instead of the 6 to make the odds of the next card turn being favorable.

You should always aim to have as many piles as possible on the playing field, this increases the chances of being able to use the next card from the deck and it also increase your chances of getting a really good combo. In order to get as many piles as possible you should prioritise removing cards from the biggest piles and prioritise removing cards that sit upon to or more piles.

Take your time and think ahead when doing combos.

Companions typically take at least one whole game to recharge, it may be worth quickly playing through a whole game without using any of the companions and then replaying just so you can start a game with all of the companions fully or mostly charged.

If you start a game and turn 5+ cards from the deck without using any of them then you might as well just call it a bum deal, flip the rest of the cards quickly and replay!! Otherwise you'll be playing with severely reduced odds of winning the game perfectly.

See any mistakes or typos or have a good tip? Let me know in the comments.
1 Comments
mm 19 Mar, 2023 @ 8:00pm 
:pseudopost: