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CloverPit: How to Have A Near 100% Win Rate
Short answer
A very simple run guide to getting the White Phone and win reliably every time.
Steam Community guide by Moon Person.
Introduction to the Guide and Mechanics
This guide will be breaking down the thought process behind a run with around 10+ hours of experience playing this game and finding a reliable method to win every run while also getting the white key.
I'm noticing that there's not a lot of good resources or wikis available for this game yet, despite it's initial boom of popularity, so I will break down my understanding and what I believe is to be the correct assumptions to be made about how the phone calls and endings work:
- Red Text Phone Calls/Devil Deals: The way to Guarantee a Devil Deal is by having your last played Round include a 666 spin. The way you get this spin, the number of 666 spins or it being your first or last spin doesn't matter at all. The only thing that matters is that the Round was affected by a 666. If you got a 666 and didn't get a Devil Deal on your next Deadline it's because it doesn't matter if you got a 666 on your last Deadline, what matters is the last played Round
- White Phone Call/Angel Deal: The way that the Angel Deal call triggers is by replacing a Devil Deal once you've ignored 3 Devil Deals before. Nothing more, nothing less. This is also important to know as if after your first Angel Deal you may find yourself getting Normal Deals, you can still guarantee more Angel Deals by the same method we guaranteed Devil Deals, through getting 666/999 on your last played round.
- Skull/Corpse Pieces: You''ve probably learned about these on your own by leaving Charms on your drawers on your previous run. This is one of the methods to get Corpse Pieces, and one of the ones we'll use on the run used for this guide, but it isn't the only one; once every deadline, on your first 666 spin you'll get a corpse piece on any free drawer that you may have. I haven't personally tested if this method will work when there is no free space, but I never found myself wanting to test this since you should always want to have control over which Charm you'd be replacing either way.
- Sacred Charms: People are not explicit enough about how to get a Sacred Charm. Once you get the White Phone and notice that the pool of Deals have changed, you can reroll until you see an option that explicitly states that you're going to be getting a Sacred Charm, stuff like "Changing the Shop" is not it. So far I believe that the order in which you unlock them is predetermined, but I may be wrong, I haven't tried to unlock all of them yet but I'll say there's at least 4 and I believe there are probably going to be 5 or 10.
- High Scoring: This is NOT a guide for achieving extremely high scores, there's another guide already on steam which aims to break down the logic behind getting a high scoring run, I haven't read it all myself since it is not my style to go for infinite runs, I do not care for E.
First Deadlines and Initial Setup
Once you hop into the run, the first thing that we're going to be looking for is Survival, as in charms that will help us score.
This first shop is a great example of something that we could be tempted by, but that is actually bait. The Skull is extremely nice early on for Economy, as in charms that help us generate Clover Tickets, but if we grab it here we're wasting our first tickets and we don't have anything that will guarantee us survival, so follow that logic for any other charm that is nice long-term too, as what's important on this first few Deadlines is mainly to survive.
On this run, the first 2 shops didn't have anything useful, so I went into the machine, did 7 spins, and got lucky enough to get a decent amount of coins for a few more rerolls on the shop, and rerolled until I landed on a very nice shop.
This shop has a lot going for it, my first buy was Disc C, so on the next 7 spins I could guarantee a decent score for more coins, and after that I bought the Skull + 2 Corpse Pieces, finishing the first Deadline.
On our second Deadline, we will get our first and only usable phone call we'll probably get throughout our run. There are a lot of variables here of course, but the "+1 Lucky Charm Space" is probably the best option you can have but only take it if by the end of the deadline you know you have a good setup already. On this run, I got one of the best options for early survival, which is the "-2 Discount on the Charms of the Current Shop" I noticed this and rerolled the shop until I found a good charm I could use it on, and this is the one I went for.
You may find better shops but Fidelity Card I believed to be a good enough Economy and Synergy oriented charm to justify the discount on. I bought Fidelity Card + Pain Killers as they were both free and continued rerolling until I found a Fortune Cookie, which gave me the next shop.
This Fortune Cookie shop included one of the Bread and Butter combos, Rotated Hamsa + Disc B, and is one of the reasons I like going for the cookie, Reliability, I grabbed Disc B + Red Shiny Crystal first, did 7 spins, and picked up Rotated Hamsa. Now we have a 3 charm combo for guaranteed Jackpots, and we can get rid of the Crystal at any point if we need room for more charms, as it's the weakest of the combo. We mainly want the other 2 so we can guarantee a spin with many patterns that can trigger many scaling symbols in the future, Jackpots themselves are only a plus.
At this point, the run is pretty much won or at least very much in our favor, what we'll be looking for now is a way to Scale.
Midgame, Scaling and Economy
Some words before following on this specific run: You may be lucky enough to find good early charms for Reliable Scaling on your first Deadline, some examples of such charms I've ran into before are the Steam/Diesel Locomotives, Cigarettes and Any Raw Symbol/Pattens Multiplier.
Examples of bad charms for early scaling are any Golden Symbols, I don't believe in Cards either but haven't tested them enough. The reason to favor Locomotives and Cigs over any of those is that they work by themselves and improve your Symbols/Patterns throughout the board, which is best for early Survival and sets us up better for Consistency in our earnings at the same time.
Going back into the run, what I'm looking for now that we have a good setup is certain Charms that will have good Scaling throughout the board or some good Economy. Stuff that you're going to want early on for Economy are Hourglass, Fidelity Card and Skull. In our case we already have both the Skull and Fidelity Card from before, and with our Jackpot setup, we can generate more tickets if needed by skipping a few rounds on our current/next Deadline if need be.
In this run, I was rolling while looking for Raging Capitalist for my Economy or any good Scaling, but then I happened upon a Charm I've never seen before so it was nice timing to learn a new Synergy: Fidelity Card + Dung Beetle.
Upon reading Dung Beetle's effect (Improve Symbols by Base Value upon discarding a Charm) I immediately noticed the similarity with the Synergy Raging Capitalist had, so when combining these charms, I could buy both Free and 1 Cost Charms from the shop and then discard them many times over and Scale very fast.
Sufficient to say that by this point the run was just actually over, I could scale very very quickly by rerolling and buying/discarding low cost charms and keep improving all my symbols. I could potentially keep looking for Raging Capitalist and any Monopoly Pieces for ticket generation but it just wasn't needed.
Setting up for the White Phone and Preventing Failure
On this run, we already set up a winning run by the third deadline. While this was pretty lucky, you can still follow the basics of the thought process behind the rolls and aiming for the right combos and Consistency to survive and improve your score to get as many rerolls as possible to get your winning run.
Throughout all your rolling, you're going to want to keep an eye out for the most important Charm of a White Phone Run, the Possessed Cell Phone.
You're going to want to get it at any point before finishing your Third Deadline, you can still get it during that Deadline, but just make sure you're able to use the phone on your last round before finishing the Deadline, so don't wait until you played all your rounds to reroll for the phone.
Once you got the phone, use it as I explained in the Introduction of this guide. You can either wait to the last round of the Deadline to use it, or on any other round as long as you know you'll finish the deadline right after using the cell phone. I would also advise common sense here and just use the cell phone on your first spin of the round you're going to be using it on, so you aren't losing the coins you're going to win on that round.
Alright, after all that we still have one more thing to watch out for: If we're unlucky enough, we may get a 666 on our last spin of our last round. You may initially believe that this is run ending, but this is VERY easy dealt with with simple good practice.
To completely control this scenario, you're going to want to insert as many coins as possible into the ATM before you start the deadline (I probably don't need to say this, but we won't be going for Booster Packs on any of these runs, because going for them means that we can't guarantee a Devil Deal anymore for our next Deadline, so unless you're feeling very lucky, there's no reason to even think of doing this), then, you also want to leave any Interest you get throughout your spins on the ATM, this way, you'll be able to pick up your interest and pay the Deadline with just interest. Literally nothing to worry about.
One more thing, after getting a second cross or skipping your second Devil Deal, you may think that you don't need the cell phone anymore, but you'd be incorrect. Again, as I explained in the Introduction, the way the White Phone activates is by replacing Devil Deals. So when you're on your Third Devil Deal/Second Cross, you still want to use your cell phone on your last played round to guarantee the White Phone on your next Deadline.
Final Words
On this run, we managed to get the White Phone by the 41k Deadline which is VERY early. This was my first attempt when I thought of making this guide and went to grab screenshots of everything.
I truly believe that this strategy and logic is going to help anyone that has troubles getting this ending.
Another word of advice I do have is that your time limit for getting this run is determined by how long you take to get all the pieces for the Key itself + the earliest possible Winning Deadline I believe is the 250k Deadline, which is the one I got in this run.
Also, after you get the White Phone, do feel free to buy as many booster packs as you want, I believe I got 6/10 booster packs on this run by just sending it after taking this last screenshot.
If you have any questions do feel free to leave a comment and I'll probably answer it or you can even just feel free do discuss about improvements of this strategy or Charm usage.
Thank you if you had the patience to read all of this and good luck on your runs!