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Fantastic Four DLC - Trophy Guide


steviej

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Credit to Ryukori for the banner.

 

 

Overview and introduction:

-Estimated trophy difficulty: 9/10

-Offline: 3 (2(B), 1(S))

-Approximate amount of time to 100%: varies greatly depending on skill

-Minimum number of playthroughs needed: No story mode

-Missable trophies: None

-Glitched trophies: None

-Cheats: You can change control mappings and anything under the "Extra Adjustments" menu. Any other changes to default settings will disable trophies and posted scores.

 

 

This guide will explain what to do in order to achieve the trophies for the latest Marvel Pinball DLC table, themed Fantastic Four.

 

For the full guide and roadmap of the base game, please refer to the guide by Vyrastas found HERE. For an in-depth description of basic tactics and terminology, go to Skippycue's Zen Pinball guide found HERE.

 

On a quick note regarding basic tactics, I would like to point out that this table plays very fast. Safely catching a ball is not an easy feat on this table. Furthermore, the table has a 2 nudge only tilt limit. Instead of catching a ball and using the nudge pass maneuver, it will often be wiser to go for combos up the easy ramps in order to get to the desired flippers.

 

 

Table specifics

 

Ramps, orbits and sinkholes:

This table has 4 ramps and 3 orbits for you to play with.

 

The left and right orbit send the ball all the way around the back of the table. They both allow for an easy catch. The BAXTER mini orbit and the TORCH ramp can only be hit using the top left flipper. The easiest way to approach these shots is hitting them after a hit up the mission saucer.

 

The SIGN ramp, the Thing’s Ramp and the Invisible Woman’s are the 3 main ramps on the table. All 3 can be hit with both of the flippers. If you’re having trouble with either of them, try experimenting with the other flipper. Every first hit up the SIGN ramp will guide the ball through Mister Fantastics machine and towards the left flipper. Every second hit will guide it towards the right flipper.

 

The Thing’s sinkhole is in the center of the table behind 3 drop targets. Apart from activating the Clobberin’ Multiball, this hole has a very useful second feature. After scoring 40 bumper hits throughout your game, hitting The Thing’s hole will make him give you a random reward. These include Extra balls, x10 multipliers, lots of points, and a whole lot of other goodies.

 

The Baxter Building sinkhole is located in the far back right of the table, to the right of The Thing. The sinkhole can be hit with both of the flippers. It’s a pretty annoying shot with either of them, so try and figure out what feels the easiest for you. A hit will guide the ball on a ramp back to the right flipper.

 

 

Kickbacks and ballsave:

The kickbacks are activated by spelling out FORCE FIELD over the in- and outlanes. You’ll need 2 hits through every lane. The lights can be swapped around using the flippers. The first time you complete them, you’ll activate the left kickback. The second time you’ll activate the right one. Using the Thing’s ramp and the Invisible woman’s ramp is the easiest way to light the letters. Both kickbacks are crucial for a successful game, so make the effort! Unfortunately, the kickbacks are disabled upon losing your ball.

 

Activating the Negative Zone Ballsave involves 2 steps. During the first step you’ll have to boost the power of the Negative Zone Portal. Do so by hitting The Thing’s ramp and/or the Invisible Woman’s ramp 7 times. The second step requires you to shoot the ball through Mister Fantastic’s machine 4 times in order to stabilise the portal. The machine is reached via the SIGN ramp, but unfortunately every second hit is diverted towards the right flipper and away from the machine. It may seem like a lot of shots, but this ballsave lasts untill it’s used... This makes it a very useful feature on this table.

 

NOTE:The Mister Fantastic main story mission makes activating the NZ ballsave a bit easier. Every time he picks up one of the balls, he will drop it right into the machine.

 

The regular ballsave can only be gotten as a random gift from The Thing.

 

 

Multipliers and extra balls:

The Multipliers are activated by spelling out FOUR above the bumpers. The lights can be swapped around using the flippers.

 

Extra balls are obtained through various methods.

 

  • Spell out FOUR 6 times during 1 ball. Increase your multiplier after reaching x10.
  • Perform a 10-way combo.
  • A random gift form The Thing.
  • Perform a manual Invisible Flip. Spell out INVISIBLE by hitting the left and right orbits to start this mini mode. Hit the right orbit once more and your ball will be stopped by the Invisible Woman. You now have 2 options. Do nothing and let the Sue send your ball towards the TORCH ramp automatically, or choose to make the shot yourself by pressing both of the flippers at the same time. This will send the ball around the orbit. Manage to hit the TORCH ramp straight away and you’ve got yourself an extra ball. Sounds hard, but it seems as though the TORCH ramp is a bit less unforgiving during this mode. Only the first flip you perform awards an extra ball.
  • Beat level 4 in the workshop mini game. This game accessible in the Baxter building after spelling out BAXTER by hitting the mini orbit. You have to try and launch the ball towards the approaching targets using the flipper buttons. Play and win the game 4 times to earn the extra ball. The targets will come towards you at increasingly higher speeds in the later levels.

After any of the requirements has been met, the Extra Ball target next to the Invisible Woman’s ramp will light up. Hit the target and the extra ball is yours.

 

 

Trophies

http://www.ps3trophies.org/images/trophies/813/16.jpg Fearsome Foursome (B)

Start the Fantastic Four-Ball multiball for the first time on Fantastic Four.

 

[Difficulty: Medium]

 

This trophy is achieved by starting the Fantastic Four-ball multiball mode.

 

Spell FAN-TAS-TIC

In order to get Dr. Doom to lock your balls, you’ll have to first spell out FAN-TAS-TIC. The FAN targets can be found above the left flipper lanes, the TAS targets are the 3 drop targets in front of The Thing’s sinkhole in the center of the table, and the TIC targets are located above the right flipper lanes. The “FAN” and “TIC” targets can be hit with very late flipper shots, but not without risk.

 

The lit targets can be swapped around by hitting the flipper bumpers. You can try and switch the difficult to hit “FAN” and “TIC” targets with the much easier “TAS” targets. But unfortunately, it’s not as easy as it sounds. The left bumper rotates the targets to the left, and the right bumper rotates them to the right. Meaning that if a ball is bouncing back and fort between the 2 bumpers, every hit nullifies the previous one.

 

Progress is saved after draining your ball.

 

Alternatively, The Thing can sometimes light the “lock is lit” light for this multiball as a random gift. Score 40 bumper hits and hit his sinkhole to get a gift.

 

Lock Balls

After spelling FANTASTIC, you will be able to lock balls by shooting the SIGN ramp. Lock 4 to start the Fantastic Four-ball and to win the trophy. Remember that the SIGN ramp can be hit using either of the flippers. I generally prefer to use the left flipper for this shot.

 

Here's a video by StOrMtRoOpErMx19.

 

[ame=http://www.youtube.com/watch?v=waxfSZBc5_M]Fearsome Foursome by StOrMtRoOpErMx19[/ame]

Edited by Terminator
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http://www.ps3trophies.org/images/trophies/813/17.jpg Ignition (B)

Set the sign of the Fantastic Four on fire with Human Torch on Fantastic Four.

 

[Difficulty: Medium]

 

This trophy is achieved by starting the SIGN multiball.

 

Set the ball aflame:

In order the set the ball on fire, you’ll need to spell out TORCH by hitting the TORCH ramp 5 times. The ramp is easiest to reach after a shot up the mission saucer. This will drop the ball right above the top left flipper. It can take a bit of practice to be able to make the shot somewhat consistent. Progress is saved upon losing your ball.

 

Light the sign on fire:

After hitting the TORCH ramp for the fifth time, your ball will be set on fire. You’ll now need to hit the SIGN ramp 4 times in order to set the entire “4” sign aflame. The ball only remains on fire for 30 seconds, so you will have to be quick about it. The SIGN ramp can be hit with both flippers. Personally, I find hitting the ramp with the left flipper to be easier. Stay away from The Thing’s sinkhole and the Baxter Building, as both sinkholes will extinguish the ball’s fire.

 

If the fire does go out, hitting the TORCH ramp again will reignite it.

 

NOTE: Playing the Human Torch main story mission also sets the ball aflame. You won’t be able to light the sign using this ball. However, after achieving a Nova Flame, you’ll continue regular play with a fiery ball. If you’ve fully spelled TORCH and have not yet ignited the sign completely, you can use this ball to do so.

 

This video by StOrMtRoOpErMx19 shows how it's done.

[ame=http://www.youtube.com/watch?v=bHab7Couwqc]Ignition by StOrMtRoOpErMx19[/ame]

 

http://www.ps3trophies.org/images/trophies/813/18.jpg Fantastic! (S)

Finish all the main missions, and save the World on Fantastic Four.

 

[Difficulty: Hard]

 

In order to conclude the story mode on Fantastic Four, you’ll have to play through and beat the five main missions listed on the table, and win the final battle against Galactus thereafter.

 

The main missions can be done in any order, but I would recommend starting with Dr. Doom’s mission. It’s never a bad idea to get the hardest part out of the way first, and playing the mission before having a NZ ballsave activated negates the chances of having the glitch mentionned below happen to you. Next go for Mr. Fantastic’s mission. Provided you've hit the Thing's ramp or the Invisible Woman's ramp enough times, the Negative Zone Ballsave should activate automatically during the mission. Manage to complete these on your first ball and you’ll have 2/5 missions done, and have an unlimited ballsave to help you through the next 3 missions. Best you don't leave the Human Torch's mission till last so you don't end up suffering the game breaking glitch. (Sui99 has posted a similar strategy HERE)!

 

 

The 5 Story Missions:

Story missions are very easy to start on this table. Hitting the Baxter Building sinkhole lights up the mission saucer. Hitting the saucer allows you to choose any of the uncompleted story missions listed on the table. You can switch between them using the flipper buttons.

 

All the videos below are produced by StOrMtRoOpErMx19!

 

[ame=http://www.youtube.com/watch?v=Ky67vxP2bxw]Starting a mission by StOrMtRoOpErMx19[/ame]

 

 

  • Mister Fantastic:
    During this mission you will have to help Mister Fantastic gather the parts he needs to assemble a device. He will stretch out his arm, reaching towards the main orbits/ramps or the Thing’s sinkhole. Shoot the ball into his hand to give him a part. Wait too long, and he will move his arm to another location. You’ll need to hit his hand a total of 6 times before the 100 second timer runs out to win the mission. This should be more than enough time, so there’s no need to rush it.
     
    The mission is lost if the timer reaches 0, or if you lose your ball.
     
    NOTE: After Mr. Fantastic picks up a ball, he will drop it right in front of the machine used to activate the Negative Zone ballsave. This mission is best played after you’ve maxed out the Negative Zone portal’s power and when you do not have the Negative Zone ballsave activated.
     
    [ame=http://www.youtube.com/watch?v=IhjLrOIXEd8]Mr. Fantastic by StOrMtRoOpErMx19[/ame]
     
     
  • Invisible Woman:
    During this mission, Dr. Doom will be targeting Jessic...euhm... Invisible Woman. She’ll have to defend herself by creating a force field. As the mission begins a 20 second timer will appear on the DMD and the sign ramp will light up. Hit the ramp to activate a level 1 Force Field and to reset the timer. Two or three random ramps/orbits will light up. Every hit will raise the Force Field’s power level by 1, and every hit will light new ramps/orbits. After your first hit up the Invisible Woman’s ramp, Dr. Doom will continuously attack every 20 seconds. Every attack lowers your power level by 1. So as long as you hit more than 1 ramp/orbit every 20 seconds, your power is increasing. The mission is won upon reach a power level of 6.
    The mission is lost if Dr. Doom attacks you without having a shield, or if you lose your ball.
     
    [ame=http://www.youtube.com/watch?v=3orYh-5uYd4]Invisible Woman by StOrMtRoOpErMx19[/ame]
     
     
  • Human Torch:
    This mission requires you to increase the heat of the Human Torch until it reaches the Nova Flame state. Do this by spinning the spinner at the beginning of the left orbit. As you start the mission, the DMD will display a countdown from 5000°F. Spin the spinner by shooting either the left or the right orbit. This will set the ball aflame and will drastically increase the temperature displayed on the DMD. In order to win the mission, you’ll need to reach a temperature of 1.000.000°F. This translates in around 6 or 7 shots around the orbits if you don’t mess up too badly.
     
    On some occasions, the ball will refuse to go around the right orbit entirely and drop down towards the bumpers instead. So if possible, opt for the left orbit. The ball will have a greater speed as it goes through the spinner that way anyway.
     
    The mission is lost if the temperature drops all the way to 0°F, or if you lose your ball. After the mission is completed, the ball remains ignited for while. This will give you the opportunity to score x40 the points you'd score with a normal ball.
     
    GLITCH WARNING: If you play this mission last, be very careful not to drain your Nova Flame ball afterwards. A glitch in the game causes this to reset your entire mission progress! (This heads-up comes from KGSoloman8000 on the ZS forums)
     
    [ame=http://www.youtube.com/watch?v=A1z8K6X8ga8&list=PL786386A89A70E2A7]Human Torch by StOrMtRoOpErMx19[/ame]
     
     
  • The Thing:
    Dr. Doom sends his Doombots to attack The Thing. Time for some clobberin’! The first shot of this mission is simply one into The Thing’s sinkhole. There’s no timer or anything.
     
    After this shot, the Doombots will arrive one after the other. Hitting them with your ball will make the Thing throw a punch at them. Wait too long, and they will attack The Thing instead. The mission is won after hitting all 5 of the Doombots. They can be hit directly or via a bounce of the droptargets in front of The Thing’s sinkhole. This makes for a huge target.
     
    The mission is lost when The Thing’s health bar on the DMD has been fully depleted, or if you lose your ball.
     
    [ame=http://www.youtube.com/watch?v=CeXFS9huDT8]The Thing by StOrMtRoOpErMx19[/ame]
     
     
  • Dr. Doom:
    This is the hardest mission in the game. Upon starting the mission, a 100 second timer will start running on the DMD. The first shot is one up the Baxter Building. Remember that this hole can be hit from both flippers. I prefer the left flipper, but many seem to prefer the right one. So shoot the Baxter Building by whatever means you're comfortable with. As the ball exits the building, it will be glowing yellow – charged by Dr. Doom’s very own weapon. Use this ball to attack Doom by shooting it up the SIGN ramp. It won’t stay charged all that long, so you’ll have to be quick about it. Remember that the SIGN ramp can be hit with both of the flippers. Every time you hit Doom, he will send 2 charged ball back towards you. As he does so, immideately lift both your flippers and let the balls settle on both of them. Now, hit the SIGN ramp again using whatever flipper your most comfortable with. If you find the multiball too hard, you are allowed to drain all but 1 ball. Remember that every hit adds a ball to the game.
     
    If a ball is no longer charged, you’ll have to hit the Baxter Building again. Or just sacrifice it if you’e still in multiball.
     
    The mission is won after hitting Dr. Doom 4 times with a charged ball. Run out of time, or lose all of your balls, and the mission is lost.
     
    GLITCH WARNING: If you drain your last ball during this mode while having a NZ ballsave activated, a glitch will cause the ballsave to become unuseable and unattainable throughout the rest of the game! (Thanks heathenSauce on the ZS forums for the tip!)

[ame=http://www.youtube.com/watch?v=NXfQAcA0LnM&list=PL786386A89A70E2A7]Dr. Doom by StOrMtRoOpErMx19[/ame]

Edited by steviej
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Final Battle: Galactus!

After beating the 5 main story missions, the battle against Galactus becomes available at the mission saucer. This final confrontation has multiple steps to it. It is however not timed, so there’s no need to rush things or take unnecessary risks. I recommend you have both kickbacks activated before starting the mission in order to minimise the chances of a drain. The Negative Zone ballsave is deactivated when playing this mission, but you’ll get it back after (or if) you’ve completed it.

 

  • Step 1:
    The Human Torch has to find the ultimate Nullifier by going through the Negative Zone Portal. Simply shoot the ball through the giant hole in the center of the table.
  • Step 2:
    The Thing has to destroy the Energy Converter. Lower the drop targets in front of him, and shoot his sinkhole that’s freed thereafter to do so.
  • Step 3:
    This part of the mission is played as the Silver Surfer. Galactus is shooting rays of light at you, and you’ll have to reflect them back at him. The beams will randomly hit any of the four ramps on the table. There is no need to take any chances at this stage. Just pick 1 or 2 ramps you’re absolutely sure you can hit, and wait till he targets those. Reflect 4 beams to advance to the next part. It can take a while for him to target a ramp.
  • Step 4:
    In order to allow for a safe return of the Human Torch, Mr. Fantastic will have to prepare his device. Hit the sign ramp 4 times to do so. Remember that you can hit the ramp using either of the flippers.
  • Step 5:
    Same as Step 1. Simply shoot the giant wormhole in the center of the table, and the Human Torch will fly back out of it.
  • Step 6:
    Get the nullifier back from the Human Torch by shooting the TORCH ramp. An annoying shot, especially this late in the game. Fortunately, it seems your ball does not have to go all the way up the ramp to get the nullifier. The eaiest way to hit the ramp is straight after a shot into the mission saucer.
  • Step 7:
    Attack Galactus with the nullifier. Both the SIGN ramp and the Invisible Woman’s ramp will be lit. Hit either of them to conclude the battle and receive the trophy.

After finally beating Galactus, the game will go into an everything is lit 4-ball multiball. This mode comes with an unlimited ballsaver and lasts for around 45 seconds. When the time runs out all balls will be swallowed up by the wormhole, normal gameplay will resume and your DMD should display a very nice new score.

 

 

[ame=http://www.youtube.com/watch?v=QmValhiPVoQ]Galactus by StOrMtRoOpErMx19[/ame]

 

 

*******************

 

 

CREDITS

First and foremost, a huge thank you goes out to StOrMtRoOpErMx19 for allowing me to use his incredible videos in the guide. Be sure to check out his youtube channel found HERE!

 

A word of thanks goes out to the guys/gals below for the various infos and tips & tricks they have posted on the ps3t.org forums! Cheers!

 

Oskari14

Prototype_79L

StOrMtRoOpErMx19

sui99

SwitchBlade 1417

Vyrastas

 

And thank you Cloda for allowing me to use your video.

 

If you find any mistakes or wrong information, or if you have some additional input, feel free to let me know!

Edited by Terminator
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Thanks guys! :D

 

Yea, I beat this sucker :cool:! Had a lot of trouble with the table at first because of the very fast gameplay and because it takes so long to activate the kickbacks/ballsave. But after I changed my approach and started using Thing's ramp and Invisible Woman's ramp to control my ball, I found that the table is actually pretty easy to get a good long game going.

 

Good luck!

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After finishing SL, I started to play this table again.

 

My problems are hitting the Baxter building, hitting the TORCH ramp and hitting the SIGN ramp. I managed to get the Ignition trophy, but it was hard for me. I found a pretty good way to hit the SIGN ramp with left flipper.

The torch ramp caused problems too. When I managed to hit the ramp, the ball always dropped into the other ramp, which gave me a trick shot instead of TORCH shot.

 

When I finally ''flamed my ball'' I always accidentally hitted the THING's and baxter holes!

 

A good way to practice these shots is completing the dr. Doom mission over and over and over again.

 

I think this table is very doable, but every shot needs practicing.http://www.vpforums.org/style_emoticons/default/tapping.gif

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I finally finished this table and want to add some things which helped me tremendously:

 

First of all, don't bother with ball save and kickbacks right from the start; that will only increase your playtime and you will likel make more errors while you're trying to become save. The gameplan I used which made things much smoother was the following:

 

1. Immediately start the Dr. Doom mission. If you fail, just restart the game.

 

2. Ms. Invisible mission. During this mission you will activate the left kickback and the ball save machine.

 

3. Mr. Fantastic mission. Activate ball save and right kickback.

 

4. Torch mission. I had lots of trouble with this mission and frequently drained balls there, so I started to do this mission right after ball save is activated.

 

5. Thing mission. This one is basically a free mission and gives you time to relax. :)

 

6. Take your time with the final mission. Nothing is timed and if you got this far you can easily beat this mode.

 

A general tipp: Use the Thing and Ms. Invisible ramps to control your ball and practice all the shots with a moving ball. I had countless ball outs while I was desperately trying to catch the ball. It's much easier to practice combo shots.

 

Don't get too obsessed about ball save and kickbacks; the left kickback is the only thing you really need. Everything else is too much distraction in my opinion. Further, three balls are more than enough to complete this table. Once you get good at this table you will likely get to the wizard mode within one ball. So it doesn't really matter if you drain a ball or two.

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  • 4 weeks later...

Thanks sui and congrats on finishing the table!

 

I used your strategy and managed to beat the final mission when I entered it first time! After the game, I went to look at the book-keeping in the operators menu and it said, that I have defeated the dr. Doom and ms. fantastic missions only once! :think:

 

My strategy was: Complete the missions in the order of difficulty!

 

1.) Dr. Doom mission

2.) Ms. Fantastic mission

3.) Mr. Fantastic mission

4.) The Thing mission

5.) Torch mission

 

Beated everything with first ball! Onto next table! :applause:

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  • 3 weeks later...
The torch ramp caused problems too. When I managed to hit the ramp, the ball always dropped into the other ramp, which gave me a trick shot instead of TORCH shot.

 

I've been having a hell of a time with this, too! Is there any way to avoid it from spamming Trick Shot instead of allowing me to spell out Torch? I was 1 shot away from the trophy last night (lit up the sign 3 times instead of 4), too and getting back to that point is seemingly worse than ever! :mad: I swear, a part of me dies on the inside every time I hear Trick Shot now.

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I've been having a hell of a time with this, too! Is there any way to avoid it from spamming Trick Shot instead of allowing me to spell out Torch? I was 1 shot away from the trophy last night (lit up the sign 3 times instead of 4), too and getting back to that point is seemingly worse than ever! :mad: I swear, a part of me dies on the inside every time I hear Trick Shot now.

 

For me, the mission hole helped me. The Thing's hole is pretty useful too. The ball goes to the bumpers and then rolls to the upper flipper. Just keep trying and you get it. :)

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  • 6 months later...

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