-Estimated trophy difficulty: 5/10
-Offline: 39 (1 , 21 , 16 )
-Approximate amount of time to Platinum: 20-25 hours
-Minimum number of playthroughs needed: 100 individual games
-Number of missable trophies: All - you *must* play the COMP on Normal difficulty or above and with the Official Board Layout for the trophies to unlock.
-Glitched trophies: None
-Cheats: Playing against the COMP you can cheat by not using a hand and just playing any card you wish from your pool of cards. (Details below)
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. You cannot get platinum with just the Starter Deck that comes with the game. There are a few challenges that are basically impossible unless you have other cards that don’t come with the Starter Deck. Sets 1 and 2 are the easiest to find online. Also, it is possible to 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. I am not endorsing that, but 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 and making your life easier. 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, 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?
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 requirements 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 match 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 playing against the Set 1 Water Barrage deck, it is an easy deck to beat) until you get 100 wins and the gold trophy. At that point you will also get your platinum. Yay!
GENERAL GAME INFO
There are many different methods and strategies you can use to beat the COMP. This guide will present the ones that worked best for me, as well as a few I picked up from various forums, etc. This guide is not the “be all, end all” of EoJ strategy. You could win doing something completely different. If anything, this guide will help you understand the game and how to really play it. If it does that, then it has succeeded, and you should be able to procure all the trophies.
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. Play a few games on your own to get a feel for it.
Okay, so now that you’ve done that, read on.
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.
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. You can use others that are similar, if you like. Cards marked by * are ones that are critical to have for this guide. The others are still good to have because you never know what the COMP will throw at you and it’s 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.
Creature cards are broken down into tiers based on their general purpose in the game:
Tier 1: 1 SC Cards to quickly grab fields or enhance other cards
Flame Magus (Set.1 #1, Fire) – 1 SC, use at the end to ensure victory
*Monk Elder of Okunada (Set.1 #19, Water) – 1 SC, use on Water, adjacent allies gain a dodge attempt
*Verzar Canine (Set.1 #37, Earth) – 1 SC, use on Earth, adjacent allies gain +1 Protection
Verzar Foot Soldier (Set.1 #38, Earth) – 1 SC, use at the end to ensure victory
Leapfrog Bandit (Set.1 #55, Wood) – 1 SC, use at the end to ensure victory
Bewitching Elf Archeress (Set.1 #57, Wood) – 1 SC, use at the end to ensure victory
*White Cubic (Set.1 #90, Neutral) – 1 SC, 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
*Freedonian Wanderer (Set.1 #3, Fire) x2 – 2 SC, placed on a non-Fire field, you gain 1 mana each time a creature is summoned
Partmole Flame Lizard (Set.1 #4, Fire) – 3 SC, high HP card to use on a Fire field to hold it
Alujah Priestess (Set.1 #22, Water) – 2 SC, use at the end to ensure victory
*Tentacles of Possession (Set.1 #23, Water) – 2 SC, use on Water, gains Possession of enemy in front of it
*Skeleton Soldier (Set.1 #40, Earth) – 2 SC, use on Earth, gain 1 extra mana if destroyed
*Elven Berserker Maiden (Set.1 #59, Wood) – 2 SC, high HP card to use on a wood field to hold it, +2 attack and dodge attempt if HP reduced to 1
*Biolith Stinger (Set.1 #74, Biolith) – 3 SC, if it damages but does not destroy an enemy, it will switch fields with the enemy
Athenix Citadel (Set.2 #175, Biolith) – 3 SC, 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 (Set.2 #176, Biolith) – 3 SC, 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
*Venoan Assassin (Set.1 #27, Water) – 3 SC, high HP card to use on a 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 Catapult (Set.1 #43, Earth) – 3 SC, high HP card to use on an Earth field to hold it, long-range attacks, if destroyed you gain mana equal to the number of Earth fields
*Imperial Biolith Guard (Set.1 #75, Biolith) x3 – 3 SC, dual-attack, gain 1 mana each time you summon a creature to a Biolith field
*Biolith Battle Chariot (Set.1 #76, Biolith) – 4 SC, dual-attack, good for corners or taking down two enemies at once
Biolith War Chariot (Set.2 #178, Biolith) – 4 SC, dual-attack, good for corners or taking down two enemies at once, gains +2 Attack if attacking an enemy with a SC of 4 or more
*Behemoth Terrorformer (Set.2 #179, Biolith) x2 – 4 SC, exchanges fields with the target
Tier 4: 4+ SC cards with magic attack or special abilities
Aegis Citadel (Set.1 #82, Biolith) – 5 SC, use on Biolith, all other allies with the same element as the field this is placed on gain Invisibility
Arc Satellite Cannon (Set.1 #83, Biolith) – 5 SC, magic attack is good for hitting any enemy
Scion, Biolith Lord (Set.1 #87, Biolith) – 6 SC, magic attack targets all enemies with the same element as the target enemy, allied Biolith creatures subtract 2 from their AC
*Phaseus, Biolith God (Set.1 #89, Biolith) – 9 SC, magic attack of 4 targets all enemies
Tolicore Zealot (Set.2 #169, Wood) – 4 SC, but will steal exit mana from defeated Earth enemies
Archiver (Set.2 #181, Biolith) – 5 SC, 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 (Set.2 #182, Biolith) – 6 SC, 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
*Parmetic Holy Feast (Set.1 #91, Ritual) – 0 SC, only 1 can be played in a game, discard a card to gain 2 mana
*Summoner Mesmer’s Lapse (Set.1 #93, Ritual) – 0 SC, only 1 can be played in a game, enemy loses mana equivalent to a card you discard
*Beguiling Fog (Set.1 #94, Conjuration) – 0 SC, turn a card any direction
Clare Wil’s Banner (Set.1 #96, Conjuration) – 1 SC, boost a card’s attack power by 2 for duration of the turn
*Healing Shower (Set.1 #97, Conjuration) – 2 SC, add 3 HP for allies of the same element as the target
Fissures of Goghlie (Set.1 #98, Conjuration) – 2 SC, fieldquake any field
*Seer Vizak’s Calamity (Set.1 #109, Sorcery) – 5 SC, fieldquake ALL fields at once
*Absolver Sacrament (Set.2 #191, Ritual) – 0 SC, only 1 can be played in a game, Sacrifice an allied creature and gain mana equal to its SC
NOTE: Many of the Set 1 cards can be found in the pre-constructed theme decks that can be purchased.
If you want to know more about each card and their attributes, please refer to the card list in the ZIP attachment below: See the forum guide for this file: CLICKY
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):
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
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.
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. Please see the instruction manuals for an in-depth explanation of that. I will only mention that you can only play 3 Ritual cards in a game, creature cards are limited to 3 of each creature and for many special races (God, Ancient, Hero, etc) you can only play one of that Race in the game. Race restrictions are denoted by the multi-colored card icon in the bottom-left corner of the card picture.
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
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.
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.
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.
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.
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.
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.
Within each trophy description there will be “COMP Deck Notes” that describe a few things to watch for when playing against that particular deck. The 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. The strategy for beating most of the decks, however, will be very similar and only needs minor tweaking from deck to deck.
> 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
[PS3T Would Like to Thank Vyrastas for this Road Map]