Pinball Hall of Fame: The Williams Collection Walkthrough :
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Walkthrough - FAQ/WalkthroughPinball Hall of Fame: The Williams Collection Guide by T. Stodden, Ludologist (TStodden@hotmail.com) Version 1.301 -- Gold Edition ================================================================================ 0) Table of Contents -------------------------- Tip: You can easily jump to any part of this guide by selecting the section you want & search for it (by hitting Ctrl+F). Some Browsers (& text editors) may require your to copy the section (by hitting Ctrl+C) first. 1) Introduction to Pinball & the Hall of Fame 2) Controls (for those who don't read manuals) 3) Game Modes 4) The Tables 4.1) Taxi 4.2) Gorgar 4.3) Space Shuttle 4.4) Firepower 4.5) Black Knight 4.6) Funhouse 4.7) Jive Time 4.8) Pin*bot 4.9) Sorcerer 4.10) Whirlwind 5) Regular Goal Completion Tips 5.1) Taxi 5.2) Gorgar 5.3) Space Shuttle 5.4) Firepower 5.5) Black Knight 5.6) Funhouse 5.7) Jive Time 5.8) Pin*bot 5.9) Sorcerer 5.10) Whirlwind 6) Wizard Goal Completion Tips 6.1) Taxi 6.2) Gorgar 6.3) Space Shuttle 6.4) Firepower 6.5) Black Knight 6.6) Funhouse 6.7) Jive Time 6.8) Pin*bot 6.9) Sorcerer 6.10) Whirlwind 7) Challenge Mode 8) High Score Tips 9) FAQ's You Probably Don't Care About A) Acknowledgements B) Further Reading C) Version History D) Copyright Information & Licensing E) The Final Word 1) Introduction to Pinball & the Hall of Fame -------------------------------------------------- Welcome to the world of Pinball... or at least virtual pinball! Pinball has a fairly long history that you may not know. However, I'm not going to bore you with a lot of intricate crap. I'll keep things fairly short & things that are relevant for you. Pinball (& Billiards) originated from the game of Bagatelle (look it up on Wikipedia), which goes back to at least the 1830's. It wasn't until roughly 1931 when a smaller, mechanical versions of the game were created in the US which was then dubbed "Pinball" (a mash-up of Pin & Ball). I won't bother you with all the minor details, but I'll abridge the history with 2 major notes: ~1935 -- Electricity was introduced to Pinball, starting the electro-mechanical era. ~1976 -- Microchips was introduced to Pinball, ending the electro-mechanical era & starting the "Solid State" (Modern) era. The Pinball Hall of Fame was created by the Las Vegas Pinball Collector's Club to show off over 1,000 Pinball tables from the various periods that have been restored by the club. You can get more information about the Pinball Hall of Fame, including table lists & hours of operation, at www.pinballmuseum.org For The Williams Collection, all the tables except Jive Time are solid state tables. Jive Time is an Electro-Mechanical table. 2) Controls (for those who don't read manuals) ------------------------------------------------- NOTE: THIS IS FOR THE WII VERSION ONLY!!! PS2 & PSP CONTROLS WILL BE A BIT DIFFERENT!!! You will need the Nunchuck add-on to play this game for each Wiimote you wish to use. You can, however, share the Wiimotes during multiplayer play. A -- Confirm Selections in menus, activate Magna-Save nearest ball* B -- Right Flipper Z -- Left Flipper - -- Toggle on-screen displays, Cancels Selections + -- Pause, Accept Changes 1 -- Change Camera Mode for Table (Smart / Full View) 2 -- Change Camera Angle * 4 Plunger Angles (while the ball is in the launcher) * 4 - 5 Table Angles (while the ball is in play) C-Stick -- Navigate menus * C-Stick Down -- Pull Plunger (& release to launch balls) * C-Stick Left / Right -- Activate Left / Right Magna-Save* D-Pad -- Navigate menus C -- Blinds House DJ with extremely bright lights, so please don't touch it! (In other words, it does nothing for the game.) Flick Nunchuck - Nudge Table Left Flick Wiimote - Nudge Table Right CAUTION!: Excessive Nudging (or "Table Raping") will result in tilting the table & losing the current ball in play. You will lose all end-of-ball bonuses that may have been awarded as well, except for Sorcerer * -- These features only apply to Black Knight. 3) Game Modes ----------------- The Williams Collection contains a couple of modes that are available for players to play, if you choose to go into them... 3.1) Practice Arcade ~~~~~~~~~~~~~~~~~~~~~~~~ The Practice Arcade is pretty much the default gameplay option. You just select a table that you want to play & get your game on. You're originally given 20 credits & 4 tables in Free Play mode (you can play them without spending any credits). Ideally, you'll want to earn more credits (by completing table goals & earning specials) so you can unlock the other tables. However, you have the choice to do whatever you like with your credits, so don't go crying to me if you squander them all... Alright! See question 3 in Section 9 for help, but that's all I can do to help you. 3.2) Tournament Mode ~~~~~~~~~~~~~~~~~~~~~~~~ Tournament Mode is a returning game mode, but the options have expanded a bit. You try to get as many points as possible on each table to earn tournament points & whoever has the most tournament points at the end of the tournament wins. Tournament points are awarded with the formula (Score / Replay Score * 10), Score = Your score when your game ends on that table. Replay Score = The required score to earn a replay (aka special, credit). This method of awarding tournament points helps balance out the tables that may be used during the tournament. Here's a few examples on how many points you would earn. Taxi -- Score of 4,500,000 would give you 20 tournament points. Jive Time -- Score of 50,000 would give you 5 tournament points. The one addition to this mode is that you can select how many tables you'll play in the tournament, so you don't have to play all 10 tables. However, you cannot select the tables you want to play in this mode as they're chosen randomly out of the pool of available tables. For PS2 & PSP versions, there are only 8 tables available. 3.3) Williams Challenge ~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a twist on the tournament mode for single players. In this mode, you're given a target score that you have to reach for each table & you have 3 shots per table to do it. Challenge mode awards points similar to tournament mode, HOWEVER, you can try & improve your score if you're unhappy with the score that you got (assuming it's over the target score). Just be aware that if you choose to redo the table, you lose the previous score in the process; so be certain that you can do better before you actually take a redo. If you can reach the target score on all 10 tables, you'll have a shot for the high scoreboard... assuming you've picked up enough points. You will also be awarded a rank based on the total of your tournament points. See Section 8 (Challenge Mode) for more details. 4) The Tables -------------------- Time to get a little familiar with each of the tables as you'll be playing them at lot. They're listed in order they'll appear in the arcade (including the upstairs tables), going to the right. 4.1) Taxi ~~~~~~~~~~~~~~ Originally Released: 1988 Machine Type: Solid State Game Theme: Taxi Driving # of Balls: 3 Difficulty: Average Skill Shot: Moderately Easy Memorable Feature(s): Spinout skill shot, Rolling "Meter" Bonus. Taxi is a table that does carry some pretty good challenges, including the Spinout skill shot. The Spinout awards points between 1K & 100K times the number of balls played. So if you're on your 1st ball, it's only 1x... 3x for your 3rd ball & so on. Playing extra balls will increase the multiplier even further, so the more balls you play, the more points you can earn. The object of the table is to pick up all 5 passengers on the table before you can take a shot at the jackpot, which varies from 500K to 4 Million points. While it takes some time to perfect your technique for the Spinout (as too much will reset the points back to 1K & too little might not even make it into the Spinout area), the rest of the table does carry a pretty good challenge. The last three digits on the meter bonus roll just for "Theme Effect". The meter stops when & flashes when it reaches 99K. If you lose your ball before you max out your bonus score, the last three digits will reset to "000". However, there's a chance that the table will round up the next 1K... assuming the bonus score hasn't maxed out at 99K. 4.2) Gorgar ~~~~~~~~~~~~~~ Originally Released: 1979 Machine Type: Solid State Game Theme: Monster # of Balls: 3 Difficulty: Average Skill Shot: Non-existent Memorable Feature(s): The first pinball Table to feature a synthesized voice. Gorgar, while it claims to be a wild adventure, is a pretty mild table in my experience. The main objective is to complete the G-O-R-G-A-R drop targets (split into 2 banks of 3) as many times as you can. While the table will talk back a little bit, it's nothing real exciting. You are likely to complete the regular table goals fairly easy... I just happened to complete that list on my first game, but I was just a bit lucky. 4.3) Space Shuttle ~~~~~~~~~~~~~~~~~~~~~ Originally Released: 1984 Machine Type: Solid State Game Theme: Space # of Balls: 3 Difficulty: Easy Skill Shot: Non-existent Memorable Feature(s): "Stop & Score" feature Space Shuttle, in my opinion, is one of the easiest tables in the collection! You'll likely obtain the majority of the table goals without trying too much & probably use this table to rack up your bankroll of credits. The main objective of the table is to complete S-H-U-T-T-L-E, which is broken up into banks of 3-1-3. The center 'T' drop target, when hit, opens up the center ramp & triggers the "Stop & Score" (a rolling value that varies between 20K & 99K) for 8 seconds. If you have any balls locked, the drop target stays down so you can launch multi-ball. If you can avoid hitting the center 'T' while collecting the other letters, the center 'T' will start flashing & will award you 100K when collected. This table pretty easy that young kids would likely get a decent score. 4.4) Firepower ~~~~~~~~~~~~~~~~~ Originally Released: 1980 Machine Type: Solid State Game Theme: Space # of Balls: 3 Difficulty: Moderate Skill Shot: Non-existent Memorable Feature(s): Kickback Firepower is another relatively simple, but forgettable table that can give you a good scoring rally. The main objective is to complete the "Firepower" bonus by lighting up F-I-R-E at the top of the table & right bank of 3 targets for "Power". The Firepower bonus starts at 10K & maxes out at 50K. There's 2 banks of 3 targets in the center, which does 3 things. 1) Complete any 1 bank enables the Kickback on the left outlane 2) Complete both banks enables 2 ball locks 3) Completing both banks a second time to enable the 3rd ball lock As stated, it's a pretty forgettable table as there's nothing really rememorable to keep you coming back. 4.5) Black Knight ~~~~~~~~~~~~~~~~~~~~ Originally Released: 1980 Machine Type: Solid State Game Theme: Medieval Times # of Balls: 3 Difficulty: Moderately Hard Skill Shot: Non-existent Memorable Feature(s): Dual-level playfield, Magna-Saves, Easy Multiplayer Modes, "Last Chance" Mode, Special Bonus Ball in Multiplayer games Black Knight is the only table in the collection that's dual-level & it's fairly challenging to complete it. The main objective is to complete each of the 4 banks of drop targets. However, you only have a limited amount of time to complete the bank before it resets. This makes it a bit difficult to achieve the objective as you have to work fast to clear each bank once you hit one of those targets. The table is pretty easy to activate multiplayer modes as all you need to do is to get at least one ball in the upper ball lock to make multiball an option. You can activate multiball by getting all 3 balls into the upper ball lock OR by hitting the lower ball lock. Points values are multiplied by the number of active balls on the table. Please be aware that the table "forgets" about any balls in the upper ball lock if you lose the current ball in play. Additionally, you cannot lock any balls while multiball (including "Last Chance") is in play. One of the memorable features on this table are the Magna-Saves. These are electro-magnets mounted near the top of the return/drain lanes on each side. When activated, it grabs the ball with it's magnetic field & drops the ball into the return lane (once it expires). When used strategically, it can save balls from potential loss. On your final ball, Black Knight will light up "Last Chance" on the outlanes if you have any balls locked on the table. As the name states, it releases all the locked balls & gives you one last chance to rack up points. The downside with last chance is that the table does not consider it multiball, so you don't get the scoring multiplier (if any) & you won't be able to enable multiball play for the rest of the ball. If you pick up an extra ball on your (now former) final ball, the table will remove "Last Chance" from the outlanes. One unique feature with Black Knight is that it awards the player with the highest score after regulation a special "Bonus Ball" round. This is a special 30-second, "No Holds Bar", anything goes frenzy! You can launch as many balls (up to 3 at one time) onto the table in hopes of earning a special while scoring points along the way. You cannot end this bonus ball early as you can just launch any balls lost back onto the table. Once the clock runs out, the table will seize control, drain all the balls in play & award any bonus points obtained. The main object of the Bonus Ball is to earn a special by clearing all 4 banks of drop targets to light it up & throw a ball through the turn-around to grab it during that time limit. However, most players won't be able to pull it off within the time limit & will ultimately just pad their score. 4.6) Funhouse ~~~~~~~~~~~~~~~~ Originally Released: 1990 Machine Type: Solid State Game Theme: Funhouse / Carnival # of Balls: 3 Difficulty: Moderately Hard Skill Shot: Frustrating Difficult Memorable feature(s): Talking, watching dummy; left-side plunger. Funhouse is one unique table that pushes the envelope in innovation & includes Rudy, the potentially creepy dummy that talks while you play. The main objective on the table to advance the clock to midnight & activate multiball. The majority of items you hit on the table will advance the clock in units of 5 minutes. As you reach 11:30, the only way to advance the clock further is to lock the balls into the hidden hallway. Once you hit midnight, the funhouse closes & Rudy drifts off to sleep. All you have to do is fire a ball into Rudy's mouth to activate multiball. The secondary objective to complete everything on the Wind Tunnel, doing so will start Super Frenzy mode that can give you major points. The skill shot is something that you'll most likely won't bother with as it's just too easy to miss the shot since you have to balance it just right to get the ball to roll back into Rudy's Hideout (behind Rudy). However, the big points are with the Trap Door that opens temporarily by completing a certain number of loops. Another (not-so) guilty pleasure is hitting Rudy with your ball as you earn a 50K bonus each time you do so. However, in the unlikely event you can get your ball into Rudy's mouth (when he's talking), you earn a 200K Gulp Bonus. The table is wacky enough to make you coming back for more! 4.7) Jive Time ~~~~~~~~~~~~~~~~ Originally Released: 1970 Machine Type: Electro-Mechanical Game Theme: Music / Hippies # of Balls: 5 Difficulty: EVIL!!! Skill Shot: Very Hard Memorable Feature(s): Only table with 5-ball default, Backboard Spinner Jive Time is the only Electro-Mechanical table in the collection (& therefore has received the most updates on the infrastructure), but it's also the hardest table as it's real easy to lose your ball without trying. Add to it that the table features 2 spots that drops ball-saving posts, which the right post can do as much harm as good, & you can see why I give it the "EVIL!!!" difficulty. While there is no major objective, the big thing to do is to rack up bonus points & hit the spin holes as many times as possible. Each time you hit a spin hole, the spinner on the backboard will spin & award whatever you land on. It will award you either points, your bonus (which can be doubled) or open the west gate. The skill shot is very difficult as well. You have to get the ball into the top spin hole without hitting anything else (except those minor bumpers that award only 10 pts) to earn an extra ball. There's also a 1K roll-over near that hole that adds to the difficulty. As I said before, this table is very easy to lose your ball without any effort as there's no return lanes by the flippers. Getting the ball near either of the outlanes & you can practically say adios to your ball. While you get the lamp (center) & mini (right) posts by hitting certain targets, they can easily be dropped by hitting the "drop posts" rollover on the left or the "drop posts" target on the right. However, the right post can actually prevent your ball from bouncing away from the drain lane & back into play, so it can be a mixed blessing. While the extra 2 balls can help a little bit, this table is truly for the hardcore players as the inexperienced will likely get frustrated playing it. GLITCH NOTICE: It's possible for players to get the ball stuck on the table, mostly behind one of the "light lamp" targets. This will perpetually trigger the target that it's stuck behind, constantly scoring points. The only way to get the ball unstuck is to use the "Call Attendant" option. While this will help you get past the point goals, exploitation of this glitch is banned for World Record attempts (Twin Galaxies) & should not be attempted. 4.8) Pin*bot ~~~~~~~~~~~~~~~~ Originally Released: 1986 Machine Type: Solid State Game Theme: Space # of Balls: 3 Difficulty: Average Skill Shot: Very Hard Memorable Feature(s): Opening Visor, Corkscrew Skill Shot Pin*bot makes it's return to a Nintendo system after nearly 20 years. Pin*bot was released on the NES in 1988, but wasn't that great for a few reasons (8-bit graphics in simulated 3D & added creatures to increase difficulty as well as the frustration for pure pinball players). Thankfully the Pinball Hall of Fame just kept things simple & only replicated the table as faithfully as possible. The main objective in Pin*bot is to travel through the solar system & reach the sun. You do this by either clearing the bank of drop targets on the left. However, there's you have to clear all the targets in a specific time limit or they reset. Each time you clear the bank, you get one planet closer to the sun. The secondary objective is to open up Pin*bot's visor by lighting up the light grid or 25 lights near the top. This is achieved by hitting one of the two banks of targets, each target corresponds to a row & column. Once the light grid is lit up, the visor will open & expose two "eye socket" locks which you have to get your balls in to start multiball. The skill shot on this table is very difficult as you have to gauge the strength of your plunger shot. Too hard & you'll overshoot, only scoring 20K. Too weak & you won't get up enough on the corkscrew, only scoring 5K... if that! If you can hit it just right, you can get 100K for your Vortex Value. The multiplier for the Vortex will increase every time you can get your ball back into the launcher on the same ball (including extra balls). While the table does serves some cheap shots (where the ball goes down the left outlane without giving you a shot at the ball), it is a fairly solid table to play. 4.9) Sorcerer ~~~~~~~~~~~~~~~~~~~ Originally Released: 1980 Machine Type: Solid State Game Theme: Fantasy # of Balls: 3 Difficulty: Hard Skill Shot: Non-existent Memorable Feature(s): Table Taunts at weak gameplay Sorcerer is one table that's pretty forgettable except for it's difficulty. The main objective in Sorcerer is to spell S-O-R-C-E-R-E-R by hitting the targets in the center of the table & the two spinners. Doing so will enable extra items on the table for that ball. There's a ramp on left side that sends your ball into a lock. If you get both balls through the ramp, you can start Multiball. While multiball is active, you can increase the scoring multiplier by getting your balls up the ramp. 4.10) Whirlwind ~~~~~~~~~~~~~~~~~~~~ Originally Released: 1990 Machine Type: Solid State Game Theme: Weather / Storm-Chasing # of Balls: 3 Difficulty: Average Skill Shot: Average Memorable Feature(s): Spinning discs on table, Fan mounted on top of backboard Whirlwind is one of the tables that's fun to play in real life, especially in summer as it uses a bit of ballyhoo tactics to enhance gameplay. The main objective in the game is to control the direction of the storm & try to get the balls locked for multiball action. This is done by hitting specific spots on the table as noted by the compass near the bottom of the table. Once you get all the targets, you start up the storm. While the storm is going, the fan on the backboard starts blowing on you & the discs will start spinning. The discs can manipulate the direction of the ball & cause a bit of chaos, so you'll have to take it into account when aiming. When you get the first ball locked, the storm will end & you'll start the second storm cycle. After you get the second ball locked, you go into what I call the "tornado watch" phase. During this phase, the storm is still going, but getting the third ball lock will trigger multiball where you'll really "Feel the power of the wind". When you're in multiball mode, you can score multiple millions by hitting the left ramp. For bonus points, you pretty try to rack up the skyway tolls (2K per toll, times multiplier, up to 99 tolls) & cellar visits (5K per visit). If you can hit the super cellar door (the one on the right), you earn the award that's lit on the backboard. If you can collect all the super cellar door awards, the super cellar door turns into the mega cellar door. The mega cellar door awards you 2 million points & all the super cellar bonuses, but prevents you from getting any more super cellar bonuses for the rest of the ball. 5) Regular Goal Completion Tips ------------------------------------ Now that we're familiar with the tables, we'll now start working on the regular table goals for each of them. Each table has 5 goals for you achieve. Each goal you clear will award you 5 credits. While you don't have to clear all the table goals in one game (but it does show your skills if you can), but any goals you clear cannot be cleared again for more credits. If you clear all the goals on a table, you unlock the Wizard Goals (in section 6 of this guide) & allows you to unlock Free Play mode on a table for free. 5.1) Taxi ~~~~~~~~~~~~~~~~ * Activate Multi-ball * Activate Carry Passengers * Earn the Jackpot * Advance the bonus multiplier to 5x * Score at least 2,200,000 points 5.1.1 Activate Multi-ball ***************************** Difficulty: Easy For this goal, you first have to get the ball locked in the far right area (just above Pin*bot's drop targets). Then all you have to do is run a ball through the left airport ramp (which includes the left ball trap) to activate multi-ball mode. It's as easy as that! 5.1.2) Activate Carry Passengers ************************************ Difficulty: Moderately Easy For this goal, you'll need to clear Lola's OR Pin*bot's drop targets in order to light it up & then you have to hit the target NEXT to the ball trap by the left Airport ramp (where you pick up Santa) to pick it up. HOWEVER, there is a time limit (of about 10 seconds) for it as well. 5.1.3) Earn the Jackpot ************************** Difficulty: Moderately Difficult For this goal, you'll need to pick up all 5 passengers to make the jackpot available. You have only 15 seconds to hit the ball up the little loop where you picked up Gorbie to earn it. If you take too long, you'll have to pick Lola up again for another attempt at the Jackpot. 5.1.4) Advance the bonus multiplier to 5x ******************************************** Difficulty: Average You can get close to clearing this with a good start on a ball by collecting C-A-B a couple of times. Pretty much just shoot the little loop where Gorbie is (but not too hard) to get up there. Just remember to use the right flipper to rotate the letters to make it easier to clear. 5.1.5) Score at least 2,200,000 pts *************************************** Difficulty: Average 2.2 Million points is the replay + extra ball threshold. If you can master the Spinout skill shot, you can help score around 600K (or more, if you can pick up some extra balls) right there. Just work the table & you'll eventually reach that target. Otherwise, you can try to increase the Jackpot beyond the 2M mark & collect it (clearing 2 goals at once). 5.2) Gorgar ~~~~~~~~~~~~~~~~ * Light the spinner * Spell G-O-R-G-A-R * Shoot the Snake Pit to make Gorgar say, "Me got you" * Light all 3 jet bumpers * Score at least 300,000 points 5.2.1) Light the spinner *************************** Difficulty: Very Easy Pretty much all you have to do is score rack up 10K in bonus points on one ball to do this. Do I really need to say more? 5.2.2) Spell G-O-R-G-A-R *************************** Difficulty: Moderate Easy As the goal states, you just have to clear both the G-O-R & G-A-R banks at least once to clear this. 5.2.3) Shoot the Snake Pit to make Gorgar say, "Me got you" ************************************************************** Difficulty: Extremely Easy Pretty much all you have to do is get your ball into the Snake Pit in the upper left corner of the table to clear this... You can likely clear this without even trying, it's just that easy! 5.2.4) Light all 3 jet bumpers ********************************* Difficulty: Average This is an add-on from a previous goal, so it's a little harder to clear. You just have to collect G-O-R-G-A-R three times to complete this. Each time you collect G-O-R-G-A-R, one jet bumper lights up, so you can keep track. HOWEVER, you need to do this on a single ball or you'll have to start all over again. 5.2.5) Score at least 300,000 points *************************************** Difficulty: Average If you work on the other goals, you'll likely get a good start on this. Pretty much try to max out your bonus points & the bonus multiplier as much as possible before you lose your ball. It's not too hard, but it can be a little difficult for inexperienced players. 5.3) Space Shuttle ~~~~~~~~~~~~~~~~~~~~~~ * Activate 2-Ball Multiball Mission * Earn at least 50,000 points on a "Stop & Score" * Open the Airlock * Earn an Extra Ball * Score at least 1,200,000 points 5.3.1) Activate 2-Ball Multiball Mission ******************************************* Difficulty: Moderate Easy This goal is fairly easy to prepare, but it's also relatively easy to go overboard & lock the 2nd ball before starting multiball. All you have to do is just lock one (& only one) ball in either of the ball locks & then shoot your ball through the T-hole to start Multiball. Please note that locking BOTH balls will have you run a 3-Ball Multiball Mission & that won't count for the goal. 5.3.2) Earn at least 50,000 points on a "Stop & Score" ********************************************************* Difficulty: Moderately Hard This goal is a bit based on luck & timing as the "Stop & Score" value varies between 20K & 99K. All you can do is shoot your ball through the T-hole & pray that it's over 50K to clear it. Otherwise, you just try again. Incidentally, it gets a bit easier during multiball play. Statistically, you have roughly a 62.03% chance (49K / 77K available) of clearing this on any given attempt. 5.3.3) Open the Airlock ************************** Difficulty: Average This goal involves the 4 targets next to the spinner. When you get all 4 of them, it'll re-open the Airlock... simple as that. However, you'll likely need to take a couple of shots to do this. Please be aware that the airlock is automatically re-opened at the start of each new ball, so that won't count for this. 5.3.4) Earn an Extra Ball **************************** Difficulty: Average This goal can be obtain 3 different ways... A) Earned as a random reward for clearing S-H-U-T-T-L-E -- It's the second from the far right on the reward line & will flash (noting it's a great reward). B) Max out your bonus multiplier to 7x by collecting U-S-A at least 6 times C) Max out the spinner to 7K per spin by hitting the drop targets next to the. spinner at least 4 times. If you're trying to clear this by going with Option B or C, the Extra Ball light to the opening of the upper Bullseye target will be lit & will stay lit throughout the game until collected. 5.3.5) Score at least 1,200,000 points ***************************************** Difficulty: Easy It's pretty easy to earn a lot of points on this table. With the mix of bonus multiplier & pretty easy to trigger multiball as well scoring bonus points. While you can only get 69K, multiply that 7 times & that instantly turns into 483K or 40.25% of the points you need to reach the target score. If you can do it at least 2 times & you're practically guaranteed to clear this! 5.4) Firepower ~~~~~~~~~~~~~~~~~~ * Light the flipper return lanes * Light the kickback in the left outlane * Advance the bonus multiplier to 5x * Light at least 2 jet bumpers * Score at least 550,000 points 5.4.1) Light the flipper return lanes **************************************** Difficulty: Moderately easy All you have to do to clear this goal is just clear the far right bank to earn the "power" in "Firepower". It takes a little skill to clear the bank, but it's not that hard to do. 5.4.2) Light the kickback in the left outlane ************************************************ Difficulty: Very easy This one barely takes any skill to complete as all you have to do is clear at least one of the center banks to light the kickback. Since you have a straight shot at the banks, you should be able to get this on your first ball. 5.4.3) Advance the bonus multiplier to 5x ******************************************** Difficulty: Average This goal requires some persistence to get the ball up to the top of the playfield to collect F-I-R-E (the "Fire" part in "Firepower"). Since you can rotate the lights with the right flipper, it's not too hard. The only thing that makes it challenging is that you have to this 4 times with one ball. 5.4.4) Light at least 2 jet bumpers ************************************** Difficulty: Moderately easy This is a build-on of the Kickback goal. This one requires you to clear both of the center banks to light them up. 5.4.5) Score at least 550,000 points ************************************** Difficulty: Average If you're persistent & can consistently get the multiball modes, it's not that hard to rack up the points. However, it's a bit more challenging with only one ball. However, maxing out your bonus points & multiplier (29K x 5 = 145K or ~26.36% of target score) can really help you out. 5.5) Black Knight ~~~~~~~~~~~~~~~~~~~~~ * Activate 2-Ball Multiball * Earn the Mystery Score * Advance the bonus multiplier to 5x * Earn at least 25,000 points on the spinner * Score at least 1,000,000 points 5.5.1) Activate 2-Ball Multiball *********************************** Difficulty: Average Getting multiball on this table is pretty easy. HOWEVER, getting only 2-Ball Multiball is a bit harder as it requires a bit of restraint to achieve. You just have to lock ONLY ONE ball on the upper playfield & then hit the ball lock on the lower playfield to start 2-Ball Multiball. If you lock more than one ball in the upper playfield, you'll get 3-ball Multiball instead, which doesn't count for this goal. The 2-Ball "Last Chance" doesn't count either. 5.5.2) Earn the Mystery Score ******************************** Difficulty: Moderately Easy To activate the Mystery Score, you'll need to get a ball into the left return lane. Then you have 10 seconds to get a ball up the center ramp to score the Mystery Score. There's a bit of timing to deal with, but it's not too hard to clear it. This can become pretty easy to score without much thought during Multiball since you can have one ball going through the left return lane WHILE another ball is going through the center ramp in either direction. 5.5.3) Advance the bonus multiplier to 5x ******************************************** Difficulty: Average This goal is a bit harder than what it seems, but it's not too difficult to clear. Just shoot your ball into the runaround loop on the left side of the lower playfield to increase the bonus multiplier. However, you do run the risk of your ball hitting the left outlane & killing the attempt. 5.5.4) Earn at least 25,000 points on the spinner **************************************************** Difficulty: Moderately Easy This is similar to the Mystery Score goal. You just have to get a ball into the right return lane to light up the spinner. Then you just have to hit with a good, hard hit with a ball to make it spin 10 times to earn the 25K. As with the Mystery Score goal, it's easier with multiball since you have more balls to hit each part in rapid order. 5.5.5) Score at least 1,000,000 points ***************************************** |
