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CloverPit – Easy White Key / Phone Ending Guide

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Guide to Getting The White Phone Consistently Every Time

Ву Moon Person.

This guide explains the strategy for a run. The goal is to consistently win and get the white key. This is based on about 10 hours of playtime.

Red Phone Calls / Devil Deals:

  • To get a Devil Deal, the last round you played must have included a 666 spin. It doesn’t matter when you got the 666 spin in that round, or how many times. Only that the round had a 666. If you got a 666 but didn’t get a Devil Deal on your next Deadline, it’s because you need the 666 to be in the last played round, not just the one right before the deadline.

White Phone Call / Angel Deal:

  • The Angel Deal happens instead of a Devil Deal after you ignore three Devil Deals. That’s it. After your first Angel Deal, you might get Normal Deals. You can still force more Angel Deals the same way you forced Devil Deals: by getting a 666 or 999 on your last played round.

Skull / Corpse Pieces:

  • You probably know that leaving Charms on your drawers from a previous run gives you Corpse Pieces. That’s one way, and we’ll use it in this guide. Another way is to get a Corpse Piece on any empty drawer on your first 666 spin of every deadline. I haven’t checked if this works if you have no empty space, but you should always want to choose which Charm you replace anyway.

Sacred Charms:

  • To get a Sacred Charm, you need the White Phone. When the deals change, reroll until you see an option that clearly says you will get a Sacred Charm. Something like “Changing the Shop” is not it. I think the order you unlock them is set, but I’m not sure. I haven’t tried to unlock them all, but I know there are at least 4, and I think there might be 5 or 10.

High Scoring:

  • This guide is NOT about getting super high scores. There’s a different guide for that already on Steam. I haven’t read it because I don’t go for endless runs. I don’t care about it.

First Deadlines and Starting Setup

When you start the run, the first thing you need is Survival Charms, meaning Charms that help you score to stay alive.

The first shop might look tempting, but it can be a trap. The Skull is nice early for Economy (Charms that give you Clover Tickets). But if you buy it here, you waste your first tickets, and you don’t have anything to keep you alive. Don’t grab any long-term nice Charm if it doesn’t help you survive right now. Surviving the first few Deadlines is the most important thing.

In this run, the first two shops weren’t helpful. I went to the machine, did 7 spins, and got enough coins for a few more shop rerolls. I rerolled until I found a very good shop.

This shop was great. My first buy was Disc C. This lets me get a decent score in the next 7 spins for more coins. After that, I bought the Skull plus two Corpse Pieces. That finished the first Deadline.

On the second Deadline, you’ll get the first and probably only useful phone call of the run. Things can change, but the “+1 Lucky Charm Space” is likely the best choice, but only take it if you already have a good setup. In this run, I got one of the best early Survival options: the “-2 Discount on the Charms of the Current Shop.” I saw this and rerolled the shop until I found a good Charm to use the discount on.

The Fidelity Card was a good enough Charm for Economy and Synergy to use the discount on. I bought the Fidelity Card plus Pain Killers since they were both free. I kept rerolling until I found a Fortune Cookie, which gave me the next shop.

The Fortune Cookie shop had a core combo: Rotated Hamsa plus Disc B. This is why I like the cookie: Consistency. I grabbed Disc B plus Red Shiny Crystal first, did 7 spins, and then picked up Rotated Hamsa. Now we have a three-Charm combo to guarantee Jackpots. We can get rid of the Crystal anytime if we need space, as it’s the weakest. We mostly want the other two to guarantee a spin with many patterns that can trigger scaling symbols later on; the Jackpots themselves are a bonus.

At this point, the run is pretty much won or at least much easier. Now we need a way to Scale.

Midgame, Scaling and Economy

In the middle part of the game, you focus on getting stronger (Scaling) and earning money (Economy).

Sometimes you get lucky and find great Charms for Scaling early on, even before the first “Deadline.” Good examples are the “Steam/Diesel Locomotives,” “Cigarettes,” or anything that multiplies the value of basic symbols or patterns.

Bad early Charms for Scaling are things like “Golden Symbols.” I also don’t really trust “Cards,” but haven’t used them enough. The Locomotives and Cigarettes are better because they work on their own and make all your symbols/patterns better across the whole board. This helps you survive early and sets you up well to be consistent later.

So, in this run, now that we have a solid start, we’re looking for Charms that either help with Scaling everywhere or boost our Economy. For Economy early on, you want “Hourglass,” “Fidelity Card,” and “Skull.” In this specific run, we already have the Skull and Fidelity Card. With our current setup, we can even get more tickets if we skip a few rounds on the current or next Deadline.

I was rolling, trying to find “Raging Capitalist” for more money or any good Scaling Charm. Then I found a new Charm: “Dung Beetle.” This let me learn a new combo: “Fidelity Card” + “Dung Beetle.”

The Dung Beetle makes symbols better by their base value whenever you discard a Charm. I immediately saw it was similar to the Raging Capitalist combo. By combining these, I could buy both free and cheap Charms from the shop, then discard them many times. This let me Scale really fast.

Honestly, at that point, the run was basically won. I could get stronger extremely fast by re-rolling, buying cheap Charms, discarding them, and making all my symbols better. I could have still looked for Raging Capitalist and any “Monopoly Pieces” to get more tickets, but I didn’t need to.

Setting up for the White Phone and Preventing Failure

This run was set up to win by the third Deadline. That was lucky, but you should still focus on smart rolls, good combos, and being consistent. Being consistent helps you survive and get a high score, which means more re-rolls to find your winning setup.

During all your re-rolling, you need to look out for the most important Charm for a “White Phone Run”: the “Possessed Cell Phone.”

Try to get it any time before you finish your Third Deadline. You can still get it during that Deadline, but make sure you can use the phone on your very last round before the Deadline ends. Don’t wait until you’ve played all your rounds to start re-rolling for it.

Once you have the phone, use it as explained before. You can wait until the last round of the Deadline to use it, or any other round, as long as you finish the Deadline immediately after using it. A simple tip: use the phone on your first spin of the round you plan to use it in. That way, you don’t lose the coins you would have won on that round.

After all that, there’s one more thing to watch out for: getting a 666 on the last spin of your last round. This might seem like the end of the run, but it’s very easy to manage with one good habit.

To completely prevent disaster, do this:

  1. Put as many coins as you can into the ATM before the Deadline starts. (We are skipping “Booster Packs” on these runs. Taking a Booster Pack means we can’t guarantee a “Devil Deal” for the next Deadline, and that’s not smart unless you feel super lucky.)
  2. Also, leave any “Interest” you earn on the ATM.

If you do this, you can just grab your interest and use it to pay the Deadline. Problem solved.

One last detail: after you get a second cross, or skip your second Devil Deal, you might think you don’t need the cell phone anymore. That’s wrong. The White Phone activates by replacing a Devil Deal. So, even when you’re facing your Third Devil Deal/Second Cross, you still need to use your cell phone on your last played round to guarantee the White Phone appears on your next Deadline.

Final Words

We finished the run and got the White Phone before the 41k Deadline. That’s pretty early. This was the first time I tried this strategy and started taking screenshots to make this guide.

I really think this plan and the way it works will help anyone who is struggling to get this ending.

One more tip: Your time to finish this run depends on how long it takes you to collect all the pieces for the Key. The earliest time you can win, I think, is the 250k Deadline, which is when I won this run.

After you get the White Phone, you can buy as many booster packs as you want. I think I got 6 out of 10 booster packs just by spending everything after taking this last picture.

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