Faerie Solitaire Remastered

Faerie Solitaire Remastered

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Complete Achievement Guide, Tips, and Challenge Cards Explained
By Tat
Some quick game tips, achievement guide, and Challenge mode card introduction.
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Introduction
In this Achievement Guide, I will explain how all the achievements are unlocked, and how I recommend unlocking them if it is not something earned easily through completing the game. I will cover the more difficult achievements in greater depth, hopefully making your 100% journey easier. Some sections of this Guide will be much longer than others, so please use the Guide Index on the right if you don't want to scroll through this all.

Please take a look at the Challenge Accepted section if you're stuck on how to handle any of the new cards implemented with the Remastered edition. If you have any questions, leave them in the comments and I'll answer as soon as I can.
Stage 1 to 8, World Traveler, and You Win

Completing the Adventure mode will unlock all of these achievements. I would recommend doing these achievements first which will allow you to collect some Pet Eggs, currency (Pure), and get a general understanding and feel for the game. I'll go into the Pet Eggs and Pure in more detail below.
Quick Draw

Quick Draw requires you to finish one level in one hand in under 60 seconds.


You should unlock this one near the beginning of Adventure mode. If you miss it or find yourself struggling, go to the first hand in Quickplay mode with some wilds and combo through the level.
Super-Combo and High Combo

Super-Combo requires a 10 card combo or higher.
High Combo requires a 20 card combo or higher.

You should have earned this one at some point during the Adventure mode, but if you missed it, pop open Quickplay or Challenge mode and begin a good combo. When you run out of cards, use your Aura Blast and/or wilds to continue to combo until you reach 20 or more cards.
Hexionist and Perfectionist

Hexionist requires 6 out of 9 hands complete in one set.
Perfectionist requires 9 out of 9 hands complete in one set.

If you're missing Perfectionist and do not have the Aura Blast yet, unlock that powerup first. Once you have it (and as many wilds you feel comfortable with), play the first set in Quickplay. I've never needed to use a wild card in order to perfect Fae Dream -- I just use the Aura Blast.
Perfect and Gold Star

Perfect requires 20 perfects earned in total.
Gold Star requires 100 perfects earned in total.

By the time you complete the Adventure and Challenge mode, you should have this unlocked. If you want to grind some perfects, head to Quickplay and repeat the first set over and over.
Fiery, Thorn Bane, and Aura Blast
Fiery requires you to melt 20 Ice Walls.
Thorn Bane requires you to destroy 20 Thorn Plants.
Aura Blast requires you to destroy 10 cards with the powerup.

All of these should be unlocked during your Adventure.
If you need some help with Fiery or Thorn Bane, head to the levels below in Quickplay:
  • Stage Two, Snow Land, Hand One for Fiery. This will add four melts per playthrough.
  • Stage Four, Fall Leaves, Hand One for Thorn Bane. This will add three destroys per playthrough.
Powerful and Magical + Tips

Powerful requires purchasing half of the powerups.
Magical requires purchasing all of the powerups.

What do powerups do? Which order should I buy them in? How much does each cost?
The numbers indicate my recommended purchasing order. Below the picture will be an explaination of what the powerup does, along with the cost to purchase each individually, and in total.
1: Wishing Well - Earn 15% extra Pure when completing a hand. Cost: 25,000.
2: Aura Ring - Six unplayed cards create a fire aura to destroy one card. Cost:125,000.
3: Orb of Fortune - Hovering over the deck will reveal your next card. Cost: 75,000.
4: Tree of Life - 25% more of the cards on the board will be revealed. Cost: 300,000.
5: Obelisk - One extra undo and wild card. Cost: 15,000.
6: Flower Garden - One extra undo and wild card. Cost: 125,000.
7: Magic Clock - The deck now shows how many cards you have left. Cost: 25,000.
8: Hour Glass - Your pets will be ready to evolve faster. Cost: 10,000.
9: Fae Grass - The charge bar required to win each hand begins slightly more full. Cost: 75,000.
Total Cost: 775,000.
Wealthy, Affluent, and Rich + Tips
Wealthy requires earning 100,000 Pure.
Affluent requires earning 500,000 Pure.
Rich requires earning 1,000,000 Pure.

By the time you complete all of the Adventure and Challenge modes, you should have these three achievements unlocked. If you do not, keep repeating the first set on Quickplay while farming materials to evolve your pets, find eggs, and earn wild cards. The amount of Pure needed is cumulative, so you may spend it on powerups and retrying hands.

Some tips on earning the most money possible:
  • Try to succeed at the hand -- winning earns more Pure.
  • The longer the combo, the more Pure! Use your Aura Blast and wilds to continue long combos.
  • On the menu screen, click "More" then "Your Stats" to see how much Pure you've earned.
Hatchling, Complete Hatchery, and Complete Bestiary
Hatchling requires hatching your first pet egg.
Complete Hatchery requires hatching all pet eggs.
Complete Bestiary requires evolving all pets.

There are a total of 32 pet eggs to collect and evolve. This will be the slowest achievement to earn thanks to evolving, but if you have all of the other achievements, you can grind the super easy levels. You want to complete the easiest levels because you have a chance of finding eggs or resources under the last card in a stack, so clearing more stacks means more resources. You could do levels with more stacks (and more difficulty), but I prefer knowing I am guaranteed to perfect every level. Completing Stage One, Fae Dream, 9/9 usually nets in 3 to 4 resources per run.

The order in which you evolve your pets is entirely up to you. Some prefer to get the cheaper ones out of the way to stay motivated, while others would rather get the most expensive out the way first, making the journey feel easier and quicker later on. There is no right or wrong answer here, only preference. I personally went from most expensive to cheapest.
Carder

Carder requires you to play a total of 10,000 cards in any mode.


This one should come naturally on your journey to unlocking all other achievements. You can track how close you are on the menu screen by clicking "More" then "Your Stats".
Challenge Accepted + Tips

Challenge Accepted requires you to complete all five challenges or earn all stars.*


*How you unlock this achievement seems to vary from time to time. You will either have to earn all Stars, or only beat each stage once. Check the comments for updated information on this.

The goal of Challenge mode is to find all of the golden cards in each hand, and clear them from the board. All other cards do not matter! You could have 20 normal cards left, but as long as all golden cards are gone, you will succeed in the level. You will face a lot of new cards that you have not seen before. I will explain what each card does, and how to get rid of them.

Side note: I've made up the names of most of these cards. I will add their proper names once the relevant information is released.


The Bones card is removed by having a combo of five or more. Once the combo of five has been reached, the bones card will temporarily reveal itself. Once the combo ends, it will hide once again becoming unplayable until the combo is reached again. I recommend getting rid of these cards as soon as possible -- use wilds if you must. Some hands will place multiple Bone cards, but do not be afraid to use all the wilds if it means perfecting the hand. You can always earn more wilds, and come back.




The Smoke card is removed by left clicking on the card at any point during the hand. The challenge with this card is it will remove the current card you are using, with no ability to undo to get it back. The best time to rid these pesky devils is at the end of your combo, when you're no longer using the card you have -- that way, you've lost nothing since you had to draw anyway!






The Lava card is extinguished by the Water card. If the Lava card is revealed for too long, it will fizzle out and become a Smoke card (explained above). You want to uncover the Lava card after you have the Water card ready to use. If multiple Lava cards are stacked on top of each other, have multiple Water cards ready to use.




The Sludge card is removed by being revealed (not buried under anything), and five cards being picked up on the board regardless of whether or not they were in a combo. These are very easy to deal with and shouldn't create many problems, but remember to reveal them as early as possible so you're not stuck with them and no further cards to play! The second card just creates more sludge when you left click on it.



The Web card is removed by being revealed (not buried - like the Sludge card above), and being ablaze by the fire card somewhere on the board. If you do not manage to burn them down, after 8 cards are played, they will vanish allowing you to continue with the puzzle so no harm done.

Side note: I see what you did there Subsoap. The card is a web, and it takes 8 turns to leave just like a Spider has 8 legs. Clever. Very clever. I'm onto you. You can't sneak by me.



The Bouncing Mimic card is a colossal pain in the backside. They reveal and hide at what appears to be random intervals, which makes them very tricky to get rid of. If you can, work around them and just aim for the objective (the golden cards). Utilize your undos if you know underneath the Bouncing Mimic card is a combo waiting to be picked up.





The Bomb card is the most difficult card you'll face. You need to pick up the card before the bomb blows up and destroys 4 cards in your deck -- PER BOMB. Focus these cards without any thought for the normal cards. If you lose too many cards in your deck, spam the wilds to help you through the level. You got this!




The Random card (pink corner) changes the value.
The Up card (orange corner) adds one value.
The Down card (blue corner) subtracts one value.

These effects are only on revealed cards. Random only changes when the board is changed, while Up and Down change by drawing from the deck.



The Boss card needs to be defeated.
The Defence card (shield) adds 3 health.
The Attack card (sword) subtracts 7 health.

Each card in a combo will also drop the health of the boss by one.



The Bottomless Mimic is a pile of 10 cards stacked on top of one another to help you complete the level.

The Burning Mimic card destroys your current card and combo. Try to pick these up near the end of your combo.





The Moon card makes the Sun card disappear.
The Sun card blocks all progress until removed. On the last level of the Challenge mode in the final set, you have to remove some Sun cards without any Moon cards present. You do this by clearing stacks on the board, revealing some hidden Moons.



A helpful tip in beating the Challenge levels:
You can leave a level half finished, or a set incomplete and farm more wild cards in Quickplay. Your progress will remain saved in Challenge as long as you do not overwrite it. Use this to your advantage by using as many wilds as you need in order to complete the level, leaving to farm more wilds, then re-entering Challenge to tackle some more hands.
Summary
I will keep this Guide up to date if more achievements are added in the future.
If this Guide helped you, please rate it so others can find it easily. Thanks!

Feel free to upload this Guide to another site or translate it, but please give credit where credit is due.
Special thanks to my wife, Karen for proof reading and checking everything prior publishing.
26 Comments
Tat  [author] 25 Nov, 2023 @ 9:37pm 
Best of luck on your challenges - I'm glad this guide is still being used :)
Keiko 18 Nov, 2023 @ 10:37am 
Good guide, thank you!

I'm confident I can get most achievements just playing through adventure mode normally (I alreadt have a ton of them), but I've bookmarked this to come back to when I get around to challenges :)
DRAG0NSHARK 13 Jan, 2023 @ 10:40pm 
Awesome, thanks!
Tat  [author] 9 Jan, 2023 @ 9:26am 
It's been quite a while since I last played, but I remember they added a fail-safe mechanic to guarantee you would earn an egg after X amount of time without one. It was a lot more enjoyable and less grindy. It took me about 25~ hours to earn all the achievements in the game.
DRAG0NSHARK 8 Jan, 2023 @ 5:49pm 
How are the drop rates for pets in this version? I completed the original, but finding the last pets took like... dozens of hours. Just grinding. It was hell. Was thinking about playing this one because it's a pretty good time waster, but I don't want to start it if I have to go through that grind again.
MakoSipper 10 Jul, 2019 @ 12:05pm 
Another tip for challenges:

Since you don't have to clear the table, if you flip a new card and it will help you clear only cards that are not important and do not really need to be removed (like the last white card on a stack), it is often a good idea to NOT clear this card in order to charge your Aura Blast faster.
MakoSipper 10 Jul, 2019 @ 7:45am 
Extra notes about the challenges:

- Bone cards won't hide themselves back when you get a combo of 5. There are other cards, though, I'm calling them Arcane cards, that will be locked whenever your combo is 5+, and they usually show together with Bone cards. Check these images: https://imgur.com/a/M0f9M64
- About the Sun cards, I'm quite sure there are no hidden Moon cards, instead the golden cards will also unlock one Sun card.
Banake 27 May, 2019 @ 6:36pm 
I already did, @Jordan, but thanks for the encouragement. ^^
Tat  [author] 13 May, 2019 @ 9:42pm 
I believe it's ALL stars currently @Tri

Challenge Accepted is rough. Take your time beating them by collecting as many wilds as you need @Banake. You'll get there.

Also thank you for the kind words @Nocheluz and @WizziPop
Banake 8 May, 2019 @ 12:13am 
"Challenge Accepted" and "Complete Bestiary" are such a pain to get. =/