-Estimated Trophy Difficulty: 9/10
-Offline: Base Game: 12 4 DLC: 20 8
-Online: 0
-Missable trophies: None
-Do cheats block trophies?: Changing the factory settings or saving/reloading a game disables trophies
-Approximate amount of time to 100%: 40 hours or more. Skill related.

Roadmap:

Step 1: Understand the game
Many people seem to consider pinball a game of chance and move on to another game very quickly without even giving the harder trophies a chance. This, however, is far from true. With practice and a basic knowledge of how the tables work, you'll soon find that the trophies in Zen Pinball are all obtainable. More so, they are some of the most fun, intense and rewarding trophies ever!

A basic must-know strategy that applies to all tables can be found HERE.

How to activate the safety features like the ballsave, kickbacks, extra balls, etc. for the different tables can be found below:

V12
TESLA
EL DORADO
SHAMAN

STREET FIGHTER 2
NINJA GAIDEN Σ 2
EXCALIBUR
EARTH DEFENSE
MARS
PARANORMAL
SORCERER'S LAIR

Hypno74's Youtube channel has a lot of videos on trophies and the game in general.

As an additional source of information, you should also read the in-game rule sheets. Though they are not always clear, the could provide some more insight.

On your journey to completing the trophy list, start by just playing the tables and figure out how they all work. If you lose a ball, don't immediately jump to the conclusion you got unlucky, but think about how the situation could have been avoided.

Just by playing the tables, you will most likely earn several of the easy bronze trophies.


Step 2: The bronze trophies
Now that you have a pretty good idea of how to keep your ball alive, it's time to start trophy hunting. Most of the bronze trophies can be obtained with only a handfull of shots. Some, however, are a bit more advanced in difficulty and will give you a better idea of why pinball is game of skill. Follow the instructions provided in the guide and you should be able to get most, if not all of them, without too much effort.


Step 3: The silver trophies
These are the trophies that earned the game its 9/10 difficulty rating. Apart from a few, they all require you to complete the entire story modes for each table. Make sure you have a decent amount of free time before attempting them, as it can take up to an hour of gameplay to complete all the required shots for one table.

It is recommended that you choose a table and stick to it before moving on the next. Every table has a slightly different feel to it and switching between tables will not help improve your skills on the individual tables.

A couple of things to remember:
  • Know the table and all its little tweaks by heart.
  • Always remember that failing a mission is not as bad as losing your ball... Never attempt any high risk shots if you do not have the available safety features enabled. Even if this means failing the same mission over and over again. Patience really is a virtue in this game.
  • Playing when you're frustrated does not improve your gameplay.
  • Try to keep your cool when you're nearing completion of the requirements. When you're getting close to the finish line, even the easiest of shots seem to become increasingly more difficult.

[PS3T Would Like to Thank steviej for this Road Map]

ZEN Pinball Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

48 trophies ( 13  35  )

  • Lock one ball in the Nitro Tank!

    The first thing you want to do here is get rid of the three targets in the center of the table because they are in your way. There are three further targets flashing behind those that spell out the chemical formula for Nitrous Oxide, N2O. You can easily see these if you hold down square to get an overhead view of the table. Hitting the ball up the center of the table several times should hit all of these targets easily enough after bouncing around. Each target changes from flashing to on when you hit it so you know you were successful. After you hit all three targets you will see an orange arrow light up at the top of the table between the targets you just hit. All you have to do is shoot a ball up there into the turn table where the arrow is to get into the nitro tank.

  • Start the Turbo speed mode!

    Once again the first thing you want to do here is get rid of the three targets in the center of the table. After you’ve done this you have to perform a sequence of two shots. The first one is to hit the right ramp with the spinner as hard as you can. The spinner causes the turbo fan at the top right of the table to start spinning so the harder you hit it the longer it spins. While it is spinning the turbo arrow light will light up and you have to use the top flipper to hit the ball into the turbo charger. This isn’t as hard as it sounds, but may take you a few tries.

  • Feed a ball in all of the cylinders for Manifold upgrade!

    This is one of the tougher bronze trophies, but with practice it’s not as bad as it seems. The manifold is the mini playfield you can enter by shooting the cooling fan target (behind the left target out of the three in the middle of the table), and then shooting the ball into the engine hole. The engine hole is at the left side of the table and is enabled when you see the little license plate light with the word “ENG INE” on it lit up. This is where learning the table comes into play. First of all, hitting the cooling fan target can be problematic to say the least. There are two ways to hit this target; first you can hit the ball early on the left flipper. This will often drop the ball right back down onto the flipper for a nice catch, but many times it will drop the ball right down the center of the table in which case you’d better have great nudging skills or a ball save enabled! The other (preferred) way to hit this is using the right flipper. If you hit the ball when it’s between the middle and the end of the flipper (you’ll have to find the right spot), you will hit the target. Your goal is to hit the right side of the target so that the ball deflects up and to the right and is easily caught by one of the lower flippers after it bumps around a bit. Unfortunately it’s more common to hit the target head on which bounces the ball directly into the left outlane. The reason I prefer this is because kickbacks are easy to enable on this table and they don’t go away until they are used. This pretty much gives you an insurance policy to make this trophy doable. If you end up using the kickback, just re-enable it before you do anything else.

    Once you are in the mini-playfield area, just tilt it using the flipper buttons to get the ball to go into all 12 holes. You’ll get used to this after a while and it won’t be so bad. Don’t worry if you get it into the same hole multiple times. I got pretty used to tilting one way a lot and quickly tilting back to get into various holes and I could pretty much get into the hole I wanted every time. Don’t tilt the field until you are near the hole right before the hole you want to get into or you’ll end up in the wrong one.

  • Make one of the parts fully upgraded!

    There are 5 different car parts that can be upgraded and I will explain them all here as well as which ones are the easiest. Each part is listed in the center of the table or along the two bumpers with status lights representing the number of times the part has been upgraded. Every time a part is upgraded, an additional light will come on for that part until all 5 lights are on and you have fully upgraded the part (of course that’s the goal here for the trophy). Once you have enabled an upgrade for one or more of the parts you will need to shoot the ball into the upgrade hole on the right to perform the upgrade and start multiball. This hole is identified by a license plate with the word “UPG RDE” on it and will be lit when enabled.

    Manifold The manifold upgrade is acquired by getting a ball in all 12 cylinders (holes) of the manifold. Essentially you have to get the “Mainfold” trophy 5 times in one game. I wouldn’t recommend this method for getting this trophy since there are easier parts to upgrade.

    Crankshaft This is actually how I got the trophy and is one of the easier methods. You’ll notice that after you get the ball into one of the manifold holes you drop into another mini playfield with two flippers pretty far apart. The goal in here is to hit the targets in the corners when they are lit. The targets always alternate form one side to the other after you hit them. There are a few tunnels in here that move the ball around, but I’d recommend avoiding them since they don’t help and can be problematic. When the ball first drops into the playfield, hold both flippers up and the ball will come to rest on one of them. Now you just have to go back and forth from one flipper to the other hitting the targets that are lit up. If you miss a target don’t worry about it, just keep repeating as if you didn’t miss to get the ball back to the other flipper. You’re going to have to get a feel for how it works, but the best method is to wait until the ball is nearly falling off the flipper and then hit it. You’ll almost always be able to catch it on the other flipper, but be ready to hit it again if you think it’s going to fall off the edge and try to regain a caught position. Worst case scenario you have to get back into the manifold and back to the crankshaft. The hits are cumulative so you don’t have to get them all in one visit to the crankshaft for each upgrade. The engine starts at 5k RPMs and each target adds 10 RPMs to the total. The final upgrade is at 7k RPMs.

    The breakdown for each upgrade is o 10 hits – First upgrade
    o 10 hits – Second upgrade
    o 30 hits – Third upgrade
    o 50 hits – Fourth upgrade
    o 100 hits – Fifth and final upgrade That’s a total of 200 hits to fully upgrade the crankshaft, but it’s one of the easier methods.

    Tires This is perhaps the easiest way to fully upgrade a part. The goal here is to hit the exhaust orbit or left ramp repeatedly. The trick here is you can’t hit these ramps as part of a combo so after you hit the ramp you need to wait for all the lights in front of the ramps to go out before hitting it again. The exhaust orbit is that top center ramp that is right between the two orange arrows above the “O” and “2” targets. It’s right above the orange turbo arrow and there is a little gauge light in front of it. You can tell how many times you’ve hit one of these by looking at the drift score; it will be 1k times the number of successful drifts. Similar to the crankshaft, the first upgrade is after 10 ramps and then it requires 10 more for each subsequent upgrade.

    The breakdown for each upgrade is o 10 hits – First upgrade
    o 20 hits – Second upgrade
    o 30 hits – Third upgrade
    o 40 hits – Fourth upgrade
    o 50 hits – Fifth and final upgrade That’s a total of 150 drifts to fully upgrade the tires, but it’s also one of the easier methods.

    Turbo I have not upgraded the turbo at all myself, but what you need to do is start turbo speed mode by entering the turbo charger as described above for the “Turbo Charger” trophy. After you do this there will be moving lights or drop targets you need to hit to perform an upgrade. I assume each upgrade will require you to hit more targets, but I have not verified this.

    Suspension Although this is an easy part to upgrade once you get into the suspension, it’s tough to hit the drop targets that allow you inside. There are 3 drop targets just above the far left flipper. Once you hit all 3 of these, the left outlane will be diverted to the suspension. At this point you actually want to drain the ball into the left outlane and it will go into the suspension. It’s actually quite easy to complete the upgrade once you make it into the suspension. There are 3 drop targets that pop up individually in random patterns. The suspension itself will be moving up and down. The end of the suspension has an angle which will deflect the ball to the right. You’re goal is to launch the ball using the X button at precisely the right time to hit the drop target that is up. You can’t wait too long because you only have a short amount of time before the upgrade fails and it just pops the ball out. If you don’t time your shot right then you will shoot out of the suspension and you’ll have to hit the 3 drop targets again to get back in. Once again I assume each subsequent upgrade will require hitting more drop targets, but I have not verified this.

  • Spin the dynamo spinner 25 times with one shot!

    This is perhaps the easiest trophy in the game because all you have to do is hit the left spinner ramp hard and get a score of 25k (1k per spin) or greater. Unfortunately I have not found a consistent way to do this, it seems pretty random to me. I’ve tried pushing the R1 button hard, soft, timing the shot slightly different, but nothing seemed consistent. Despite all this, if you hit this with a clean shot, you should get at least 25 spins after no more than several attempts.

  • Secure at least 500.000 points in Funding Hurry-up mode!

    This trophy isn’t too bad, but it does take several shots to pull off. The first thing you have to do is hit the 2 targets on the right with the “$” on them. They are blocking the way to a path on the side of the table that leads to a sink hole under the mini playfield. Once you hit these targets you can then make a shot up to the sink hole. This is a tough shot to pull off consistently, but it can be done from a caught position on the left flipper. You’ll have to hit the ball when it’s quite close to falling off the flipper, but you’ll have to figure out the timing for yourself. When you get up the path and into the sink hole successfully you’ll hear “Hurry Up!” which means you’ve started funding hurry-up mode. At this point you have to get the ball in another sink hole above the yellow dollar sign that is now lit up in the center of the table. I found this hole tough to hit consistently and there are a lot of bumpers up there that will cost you time if you miss. Time is important here because when you start hurry-up mode the funding start at 1 million and goes down by 10k every second. This means you have 50 seconds to secure at least 500k points for the trophy. Once you get the ball in this second sink hole, you then have to make a skill shot launching the ball. You may have noticed that when you launch the ball there are 3 holes it can fall into. The skill shot is the middle hole and requires the plunger to be at a little more than half power. If you miss the skill shot you, don’t worry because you can try to get back into that second sink hole for another chance if you have enough time. If you run out of time you’ll have to hit the drop targets and start all over again.

  • Make 10 coil ramp shots with one ball!

    As I said earlier the best way to hit this coil is to shoot the left spinner first. After it drops the ball it will roll slowly passed the top left flipper and you can time your shot a lot better. I usually tried to hit it right after it was completely over the bumper, but there are other timings that also work so try to find one that works for you (I would recommend View 2 for the best view of the top left flipper so you can time your shots better). There is a blue lightning bolt that indicates the path to the coil, but it’s not always lit up. This is the same flipper that needs to be used to start experiments so the ball position on the flipper is very important. As long as you keep an eye on the ball save you should be able to get this trophy with a little patience. If you see the ball save light go out, DO NOT try to make this shot until you enable it again. That means if you hit the spinner and it’s only 23k, let the ball drop back down the left lane instead of hitting it with the upper left flipper. As the ball gets to the flipper leave the flipper down and nudge the ball to the other side. If you keep hitting the spinner and then nudging the ball it never leads to a tilt, so do this until you enable ball save again. Then you can continue trying to make coil ramp shots.

  • Activate the Teleforce by completing all of the other experiments!

    This was probably the hardest silver for me due to 2 of the experiments! If you are able to get this silver, then you will be able to get the others as well so be prepared. There are 5 experiments you have to complete to activate the teleforce. You don’t have to complete the teleforce, but it’s an easy 20 million if you do! My advice is to always have the magna save enabled and the ball save enabled just before you start an experiment. It will give you the best chance of survival and that’s the most important thing!

    Before I get into the details of each experiment, I’m going to explain how to start and change the current experiment. In order to do either of these, you need to get into the magnetic field. This is generally done by shooting the ball from the top left flipper into a vertical up-kicker which is tough to see (I’ve managed to deflect the ball off the wall into the playfield, but it was never intentional and probably tough to do consistently). You’re actually aiming for the jagged yellow blob in the center of the table and it’s not an easy shot. As with the tesla coil, you’ll want to start out by hitting the spinner and then aiming your shot with the top left flipper. If you can get good at this it’s the best approach, but there is another method brought to my attention courtesy of Chronic77 which is quite nice! If you hit the ball late off the left flipper so that it deflects off one of the 2 hurry-up mode drop targets on the right, it will circle around the orbit at a slower speed. If you then hold the top left flipper in an up position the ball will roll right off of it and right into the mini playfield up-kicker! I ended up using this strategy a lot because I was getting frustrated trying to make timed shots (kept hitting the coil). The only bad part with this is that after you hit one target it goes away and it can be tough to hit the other target correctly to get a proper deflection. Also, to get the targets back after you’ve hit them both involves starting hurry-up mode by getting the ball up into that sink hole behind the targets. The good news is that you don’t have to fund hurry-up mode, you can simply let it time out after 90 seconds. I would generally use this time to practice coil shots, enable magna save or ball save, or even fund hurry-up mode for some points.

    Once you are in the playfield you have to hit all 5 drop targets within 10 shots and then get the ball up the half-pipe ramp. I was confused at first about how this worked, but it’s quite simple really, hitting the right flipper throws the ball up and to the right and hitting the left flipper throws the ball up and to the left. There is a hole at the bottom of the playfield that often swallows the ball if you’re not careful, but it just drops the ball down to your right flipper for an easy catch so not a big deal (just annoying). If the ball exits the ramp on the left side, it starts the current experiment. If the ball exits the ramp on the right side, it switches to the next experiment. There is a gauge in the center of the table that shows what experiment is currently selected (if you’re having trouble reading it, hold square and tilt the controller to get a great overhead view). The arm on the gauge shifts left by one each time you change the experiment (regardless of whether you’ve completed the next experiment already) until it gets to the fifth experiment. After that it will start shifting back to the right. It will continue this pattern until you activate the teleforce and then it will switch to the red teleforce section. One of the frustrating things about this table is that it’s very easy to accidentally change the experiment when you wanted to start the current one instead. You’ll see that the ball gets crazy in that magnetic field and it doesn’t always come out how you want it to! Once you have successfully completed an experiment, the light bulb above it will turn on indicating it’s complete.

  • Find the Extra Ball site during an excavation!

    This is one of the easier trophies for the table. First you have to translate glyphs to find treasure. You translate glyphs by shooting the ball up the monument orbit. This is the orbit to the right of the idol with the little foot with 4 toes in front of it. There is also a yellow light below it that says “MONUMENT”. You can easily hit this ramp consistently by letting the ball roll just a little bit off the right flipper and then hitting it up there. I found the most effective way to catch the ball after I hit that orbit was to hold both flippers up in the air. Although this works most of the time, you have to beware because sometimes the ball will shoot straight down the middle and you have to be quick to prevent that (that’s also why I always have ball save enabled). Once you hit this orbit 4 times you’ll see the “EXCAVATION” light turn on at the entrance to the left excavation orbit. Do not go up the excavation orbit yet, you need to hit the monument orbit another 4 times to enable the “XTRABALL” light to turn on. After that red light turns on you can shoot the excavation orbit 3 times to dig up an extra ball! You can do this twice per “real” ball so you can essentially have 9 balls to play with.

  • Survive the Giant Ball ramp!

    This is probably the easiest trophy for this table. The ramp on the left with the yellow ball light with lines coming out of it is the Giant Ball ramp. All you have to do is hit this ramp 4 times with one ball to get this trophy. This is a good ramp to practice hitting anyway because it will help you spell out “JADE” for ball save.

  • Collect 3 quartz skulls!

    This is definitely the hardest of the bronze trophies for this table. It does not say this in the trophy description, but this has to be done with one ball. After you lose a ball, the quartz skulls get converted to points and you are reset back to 0. I’m not sure anyone really knows all the ways you can find a quartz skull, but there are 3 I will explain here.

    • Mayan Challenge – There are 2 ways to start the mayan challenge, although I’ve only been able to get one of them to work.
      • If the idol is fully elevated, hitting the pyramid ramp several times is supposed to start the challenge. I have tried this many times without success, but this is according to the rule sheet so I assume I’m just doing something wrong.
      • There are two drop targets just to the right of the monument orbit with blue and orange lights in front of them. You can hit both of these targets by hitting early from the left flipper. After hitting both of these you can then head into the pyramid using the pyramid ramp. You’ll see a red triple snake light come on showing you the way. When you enter the pyramid you find 1 of 5 different artifacts. Keep doing this until you get the “Golden Bridge” artifact because this starts the mayan challenge.
      The mayan challenge is not too bad once you learn the technique. You have to jump over saw blades as they approach you. The trick is to jump over the first blade and then jump 2 more times immediately, hopefully avoiding the next blade that would be coming. The first blade seems easier to jump then the others so I wouldn’t recommend trying to jump them all. When you complete this challenge for the first time you get a quartz skull.
    • Unexpected Treasure from “JADE” – The second way to get a quartz skull is to spell the word “JADE” when you already have ball save enabled. This will give you an unexpected treasure which is hopefully a quartz skull. If it’s not, then you’ll have to try again.

      Tip from steviej: It's been discovered that you can get multiple Quartz Skulls via an Unexpected Treasure on the kickback hole behind the upper left flipper. First, spell JADE to enable ballsave. Then hit at least one bumper with the ball. Once you do that, intentionally drain the ball if the ballsave is still active. Hold the left flipper up when the ball is shot back onto the table and it will go right into the kickback hole behind the upper left flipper. This will enable one of the kickbacks. Repeat this to enable the other kickback, making sure to hit the bumpers before draining the ball. Doing this same thing again when both kickbacks are lit will give you an Unexpected Treasure every time it locks into the kickback hole. You can get more than one skull this way if you keep doing it.
    • Unexpected Treasure from ramp grinding – The third way to get a quartz skull is by building up ramp combos. I’m not sure precisely when you get the unexpected treasure, but I think you’re more likely to get a quartz skull if you build up more combos.
    • Other possibilities – It has been pointed out that hitting bumpers lights up the orange skull in the center of the table. It has also been suggested that the more you light that up, the better chance you have of finding a quartz skull. I tried verifying that, but I was unable to make any correlation. It has also been suggested that you can get unexpected treasures by exploring tombs, the cave, or getting lost in the jungle, but I have not been able to verify this either.

    My basic strategy when going for this trophy was to restart until I was able to get a quartz skull immediately by spelling “JADE” when the initial ball save was active from launch. I did this simply to save time rather than having to enable ball save manually again. Once I got this skull, I did the mayan challenge which is a guaranteed skull, and then I ramp grinded until I got the third one.

  • Complete all Adventures!

    This is the hardest trophy for the table which is why it is silver. The first thing you should know is how to change the adventure. If you hit the spinner on the left ramp you will see a light rotating around the circle in the center of the table just above the flippers. This is actually randomly selecting an adventure based on how hard you hit the spinner (like spinning the roulette wheel). Fortunately, unlike the tesla and shaman tables, once you complete an adventure it will not stop on that adventure again until you’ve completed them all. This is good because otherwise you’d have to keep hitting that ramp hoping it landed on the adventure you wanted. The adventure the spinner stops on will remain flashing until you complete it or change the adventure by hitting the spinner again. When you complete an adventure the light turns solid so you know which adventures you’ve completed.

    Starting an adventure is what makes this table pretty tricky, and a bit frustrating (are we sensing a common theme here?). There are two drop targets in front of the idol that you have to hit to open the idol’s mouth. These targets can be hit easily using the right flipper, but the ball usually comes straight back down toward the center drain. I NEVER try to hit these targets without ball save enabled. Take your time, be patient, and this is achievable. Another technique I often used was nudging the table right after hitting the target to try to change the ball’s direction a bit. After hitting both targets, the idol’s mouth will open and you have to shoot the ball in there. It will spit the ball out and then grow further out of the ground exposing a second head. As it’s spitting the ball out I tend to nudge the table left to try to steer the ball away from the center drain if I can. Once again you have to hit the two drop targets in front of it and then get the ball in the idol’s mouth. Finally, after hitting the 2 drop targets and getting the ball in the idol’s mouth a third time, an adventure will begin! All of the adventures are timed unless I say otherwise. I think the time is about 1 minute for each, but I never verified this. The adventures themselves aren’t too tough fortunately, and here they are in detail starting with the top right (skeleton guy image) and continuing clockwise around the circle:

    Conquistador’s Gold You will see a skeleton moving back and forth across the screen. You have to hit him 3 times with the ball and then you should see the tomb light turn on. Hit the ball into the tomb to complete the adventure.

    Snake Pit You have to hit several drop targets that randomly pop up one at a time within 7 seconds. I’m not sure how many you’re allowed to miss before the adventure is failed.

    Plane Crash You need to hit the airplane ramp 3 times to complete this adventure. This is the ramp that leads to that snake statue with the tongue sticking out.

    Log Bridge You have to shoot the ball into the idol’s mouth 3 times without hitting the drop targets that pop up. If you’re good at this shot, this is easy because the drop targets only come into play if you wouldn’t get into the idol’s mouth with that hit anyway. You’re allowed to mess up twice without failing.

    Grave Robbers You have to shoot either the giant ball ramp or the pyramid ramp to decrease the distance to the robbers. They start out at 1000 feet away and each ramp shot subtracts about 600 ft of distance so 2 or 3 shots should complete this adventure. This adventure is not timed, but you can’t let the robbers get to far away or you will fail.

    Wall Climb You have much more time to complete this adventure and it’s actually displayed as a countdown. Your goal should be to hit the upper right bumpers as much as you can and periodically hit the spinner ramp to check your progress (or complete the adventure). Hitting the bumpers climbs the tower and hitting the spinner shoots the grappling hook. When the grappling hook is longer than the distance remaining you complete the adventure.

    Escape! You have to hit 5 drop targets before time runs out. Two of the targets are in front of the idol and the other 3 pop up for the adventure. You actually don’t have a lot of time to do this so make your shots count!

    Labyrinth You have to shoot the ball in either the monument or excavation orbit depending on which is lit. You will have to shoot a total of 4 orbits and you need to memorize the order in which you shot them. After you have shot all 4, you will have to shoot them all again in the exact reverse order. It’s not too hard to remember 4 things so this isn’t too bad.

  • Rave

     

    Activate any of the magic spinners during any game mode!

    This is definitely the easiest trophy for this table. Simply take out the 3 drop targets in front of the guy playing the drums and then hit the ball into the hole revealed behind them.

  • Summon a disaster for the unbelievers!

    This is definitely not an easy trophy, but I’d say it’s doable. Here are the steps involved with casting a disaster:

    1. Hit the ball into the left or right sink hole to lower the ramp for the mini playfield. These holes are outlined with flames so they should be easy to spot. I find the left hole is much easier to hit from a caught position consistently if you wait until the ball is almost falling off the right flipper to hit it.
    2. You then have 10 seconds to hit the ball up the jump that was lowered into the mini playfield. The jump is marked by a red spear-head light to the right of the guy playing the drums. You’ll have to figure out the timing for this, but after the ball comes out of the sink hole you should nudge it to the right flipper and then nudge it back to the left flipper to get it in a caught position (it’s going too fast to simply catch with the left flipper and timing your shot while the ball is moving is tougher). From a caught position you should be able to develop decent timing to getting the ball up the jump before the 10 seconds is up.
    3. Once in the mini playfield you have to spell out “ELEMENT” by hitting all the letters using the upper flippers. This takes a bit of practice to do without losing the ball down the center. As with the V12 table, hitting the ball later does a nice job of getting it from one flipper to the other. The toughest letters are the center ones because hitting these can make the ball tough to catch, but you should get used to it.
    4. Once you have spelled “ELEMENT” successfully, the letters will be replaced by 4 elements, Fire, Water, Air, and Earth. You have to hit one of these elements with the ball until it is outlined with a box. I found that hitting these can be troublesome and doesn’t seem to register sometimes. If you hit one of the center ones they tend to register right away and then hitting the outer ones seems to work fine. After you have selected an element you can let the ball drain down to the main table.
    5. The next thing you have to do is shoot a ball up into one of the sink holes at the top of the table. These holes are located right above the word “CAST”. It’s essentially the same shot you used to get the ball up into the mini playfield except this time you’re going under that jump. If you do this successfully, some bars will pop up and trap the ball at the top of the table (you should be able to see it resting between 2 bars). There are 2 positions the ball can rest in while it is stuck up there because there are 3 bars holding it in place. I’ll refer to these positions as left or right.
    6. Once you have trapped the ball, a new ball will be launched for you automatically. What you have to do now is spell out “CAST” by hitting the trapped ball into one of the sink holes behind it. You have to hit it into a sink hole 4 times to cast the selected disaster. There are several techniques for this.
    • I found that I had the most success by hitting the left ramp and then hitting the ball with the left flipper as it was moving. This did not lead to many scary center drain problems, but did take a bit of practice to do relatively consistently. For this maneuver you want to make sure you nudge the upper ball into the right slot or you won’t be able to get the right angle off the flipper.
    • The other method I used was nudging the upper ball to the left slot and then shooting directly at it from a caught position on the left flipper. I was able to hit it pretty well doing this, but unfortunately slight missed led to immediate ball drains so I gave up on this technique.
    • The last method suggested to me by sb59 was to hit the ball straight up from the right flipper when it was in a caught position. Apparently this works well and usually drops the ball right back down onto the flipper. This sounds promising so I thought I’d mention it as well. Since I have not done this, I can’t say which slot the upper ball should be in.

    Once the disaster is cast you will receive the trophy. I should mention that on occasion the game seems to get confused as to which ball you are actively using and the camera gets a little screwed up so you can’t actually see your ball. If this happens you can change the view so that it’s zoomed out or nudge the table a little and it should correct it.

  • Make a Super Combo!

    I found this trophy to be quite difficult to do legitimately. A combo starts when you hit 2 ramps in a row before the lights go out after hitting the first ramp. You have to ramp grind about 6 or 7 times to get a super combo and that requires learning when to hit the ball when it’s moving. The problem is it starts moving progressively faster so there becomes an element of luck involved. At the time I got this trophy, I did know the technique for nudging the ball from one flipper to the other. I believe using this technique you could easily hit the same ramp over and over for an easy super combo.

  • Rule the tribe by summoning all of the natural disasters!

    This is one of the 2 toughest trophies in the game! I’d say this and “Master Mind” are equally difficult and incredible accomplishments for anyone who achieves them! The trophy description for this is accurate, but misleading… There is actually a fifth disaster that you can only cast after you cast and successfully complete the other 4 disasters. All disasters are completed by getting a ball in all three juggler’s holes (the sink holes on the left and right and the one behind the drummer), so I won’t repeat that in every disaster description. Once you hit a sink hole, the lights will go out so you don’t have to hit it again. Of course it’s not as easy as that… each disaster has other requirements as well. When you complete a disaster you will see a corresponding light on the shaman’s staff turn on so you know you’ve completed it.

    Tip: When you successfully complete a disaster ball save becomes enabled, and you immediately go into multiball where you can score mucho points… but I would highly recommend avoiding this. Points is not what you are going for here and multiball can get out of hand very quickly losing all the balls and wasting a real ball. If you’re feeling brave you can play multiball until the ball save is used or times out, but then you have to worry about catching one of the balls without letting them all drain. I got burned by this too many times so when multiball began I literally caught one of the balls and just let the others drain.

    Let’s go through each disaster one at a time:

    Volcano This disaster isn’t too bad. When you cast it you’ll see a light indicating that you have to go into the volcano. The right ramp will lead into the volcano if you get a strong clean hit, otherwise it will just take the lower path to the right lane. Once in the volcano you should nudge the ball to try to hit as many little metal triggers as you can before leaving (of course don’t tilt because you can always go back in and you’ll need to). I generally only nudge a little while I’m in there. I think hitting the flippers must shift the lights around because when I go back in there they seem shifted making it pretty easy to light them all up and spell “VOLCANO”. After you’ve successfully spelled “VOLCANO” the lights will flash and the ball will come out orange (it’s hot!). At this point you have to hit the ball into the 3 juggler’s holes. This may involve clearing the drop targets in front of the drummer again. The ball has to be orange or it doesn’t count and it only stays orange for a short time. Fortunately, every time you go into the volcano the ball comes out orange (you don’t have to spell out “VOLCANO” again).

    Flood The flood is the second hardest disaster to complete. When you cast it you’ll see that the left and right orbits are lit up. You have to hit 3 orbits to raise the flood waters and then you can hit the juggler’s holes. This may sound easy, but the flood waters slow the ball down a lot! You can hit the left orbit starting from a caught position on the right flipper with some practice (the positions are slightly different with the slow ball speed), but the right orbit is tricky. You can’t hit this directly from a caught position on the left flipper. You have to build up enough speed to hit the orbit with enough force to make it all the way around. I was able to do this by hitting the left ramp and then hitting the ball as it was still moving on the left flipper. This is still by no means an easy shot and I was never able to do it consistently. You’ll have to figure out the timing for yourself with some practice. Keep in mind that even nudging the ball is different so it’s not even as easy to get the ball from one flipper to the other unless you nudge relatively hard. I would recommend hitting the left orbit, then the right and then the left orbit again. After that the juggler’s holes should light up and you can finish the disaster.

    Tornado This is not too bad if you’re careful. All 3 spinners come on and they drastically affect the ball flight if you get too close to them. If you hit the ball hard and clean enough then it should be fine generally. For this disaster you’ll have to hit the left ramp and the right ramp (hitting the right ramp must not go into the volcano or it won’t count). I’m not entirely sure how many times you have to hit them, but hitting them changes the direction and speed of the spinners so I know it has something to do with that. I basically just hit them while they were lit up until the juggler’s holes lit up. Finish the disaster by hitting the juggler’s holes when they are lit up.

    Earthquake This is definitely the hardest disaster to complete. When you cast this the view zooms out and the table immediately goes to 3 ball multiball. You have to hit the juggler’s holes while keeping at least 2 balls alive. The table periodically shakes due to the earthquake making it even more challenging. I would start out by focusing on hitting the balls as they are on the edge of the flippers (typical side sink hole shots) and making sure that you don’t let anything drain down the center. The more balls you hit, the more you’ll hopefully have accomplished. If you get down to 2 balls try to catch them on one or 2 flippers. At this point you can assess what you have left to do and try to focus on that. Be careful though because if they are both on one flipper the earthquake could shake one of them free so pay attention. If you managed to get them on opposite flippers you can shoot one up a ramp and make an aimed shot with the other. Don’t try to hit a left or right sink hole if there is a ball on the opposite flipper because you will slam right into that flipper and probably lose your ball. There’s not much else that I can say for this, it just takes some practice and a lot of good luck! Fortunately the only thing you have to do here is get the balls in the juggler’s holes to complete the disaster.

    After completing all 4 disasters you’ll need to get back up to the mini playfield one more time to select the final disaster. This time you won’t be presented with 4 disasters, but instead you will see some sort of picture with a spooky creature that looks like an owl… I’m not even sure you have to hit it with the ball, but I did a few times to make sure. Cast that disaster like all the rest and you will have the trophy. Now feel free to go crazy for points since you don’t have to complete this disaster for the trophy!

    Tip: I’d complete the disasters in order of difficulty so you don’t waste time completing the easy ones when you want to focus on the hard ones. I started of with earthquake, then flood, then tornado, then volcano.

DLC: Street Fighter II Tribute Table

4 trophies

  • Win an Extra Ball with the barrel breaker competition

    This can be a tough trophy to get because hitting the barrel breaker hole can be pretty tricky. There is a target in front of the jump tube in the center of the table, just to the left of the smash car. Hitting this target will open up a sink hole right in front of it. You'll know the hole is open because a green arrow in front of the hole will begin blinking. The target is relatively easy to hit with the right flipper if you start from a held position. Let the ball roll almost halfway down the flipper and you should be able to hit this target pretty easily. Once the sink hole appears you only have about 20 seconds to get the ball in it before it closes. This is where it gets a bit challenging. I have not found a consistent way to hit this hole from a held position, and hitting it while the ball is moving is also very tough. The good news is there's a trick to hitting it consistently after you've hit it the first time.

    To get the ball in the hole the first time may take some luck, but since it's easy to open the hole you shouldn't have much of a problem with it. I've had the most luck hitting it while it's moving over the butt of the right flipper. If you're lucky, it will drift up into the hole (or sometimes bounce off the car into the hole). I've also been able to get it in the hole using the butt of the left flipper, but this was a tougher shot for me personally. Once you've managed to get the ball into the hole for the first time, it will shoot down the right lane. The trick here is to hit the ball immediately as it clears the lane and reaches the flipper. If you time it right it should hit the target and then drop right into the sink hole that opens up. It so happens that the speed is perfect to make this shot over and over. This may take some practice to do consistently, but it's the only way I was able to get this trophy. I did actually manage to hit the hole 4 times in a row before I discovered this shot, but the trophy for the extra ball is awarded after 5 barrel kicks! Credit for this tip goes to bentley_boy!

  • Destroy the wall with a devastating punch

    This trophy is obtained the same way you activate a kickback. You have to hit the target located in front of the pile of blue bricks on the right side of the table. The target looks like a yellow and red bullseye with a silver tab in the center. It's just to the right of Ken and there's a pile of blue bricks right behind it. You have to hit the silver tab without hitting any other part of the bullseye to get the trophy.

  • Win a Fight

    This is a pretty fun trophy to get because it really brings out the street fighter aspects of the table. There are 4 fighters you can choose from to start a fight. Each fighter can be used by hitting a different set of 4 ramp combos. The ramps are indicated by the symbols next to each fighter in the center of the table. The next ramp you have to hit in the combo is identified by the symbol that is blinking. When you start the table, the first symbol for all 4 fighters is blinking because you haven't hit any ramps yet. Once you hit the first ramp in a fighter's combo, that symbol will light up and the next symbol in the sequence will begin blinking. Once you've hit all 4 ramps in the combo for a fighter, all of the symbols will blink together indicating you have chosen that fighter.

    Note: You have about 20 seconds after hitting a ramp to hit the next one in the sequence or you'll have to go back and hit the previous ramp again.

    Once you've selected a fighter, you'll have to hit the ball into the fighter's locker to start a fight. Each fighter has a different set of combos and a different locker as described below:

    Ken
    o Ramp Combos

    1. Right orbit
    2. Akuma ramp - The ramp that goes through Akuma's legs and has the word "AKUMA" in front of it.
    3. Blanka ramp - On the right side of the table between the car and the right orbit with the word "CHARGE" in front of it.
    4. Left orbit

    o Locker - Ken's locker is the toughest locker to get into because you have to use the upper right flipper to shoot into the jump tube. You can try getting to the upper flipper by shooting the left orbit, but I found it was easier to hit the Blanka ramp and then hold the upper flipper for a bit of control as the ball is coming down. It should help you time the shot into the jump tube better.

    Chun-Li
    o Ramp Combos

    1. Right orbit
    2. Right orbit
    3. Left Orbit
    4. Right orbit

    o Locker - Chun-Li's locker pops up out of the table right in front of the left orbit above the blue "RAID" arrow. All it takes a left orbit shot to hit this target.

    Ryu
    o Ramp Combos

    1. Left orbit
    2. Left orbit
    3. Akuma ramp - The ramp that goes through Akuma's legs and has the word "AKUMA" in front of it.
    4. Left orbit

    o Locker - Ryu's locker is at the top of the Akuma ramp so hit the Akuma ramp and you're all set!

    Guile
    o Ramp Combos

    1. Right orbit
    2. Blanka ramp - On the right side of the table between the car and the right orbit with the word "CHARGE" in front of it.
    3. Akuma ramp - The ramp that goes through Akuma's legs and has the word "AKUMA" in front of it.
    4. Right orbit

    o Locker - Guile's locker is on the Blanka ramp so hit the Blanka ramp and you're good to go!

    Once you've started a fight your goal is to hit any of the ramps or orbits, but avoid the bumpers and targets. Essentially if you hit ramps and orbits you attack the oppponent and if you hit bumpers or targets, they attack you. When a fight is started, the ball save is activated immediately and remains active for a minute. During this time if the ball drains it will be saved and the ball save will remain active, so you don't have to worry about draining your ball. At the bottom of the table parallel to the flippers you'll see two yellow energy meters. The one on the left represents your health and the one on the right is your opponent's health. The object in a fight is to take away all your opponent's health while not losing all of your own. Every ramp or orbit you hit takes away some of your opponent's health.

    Tip: If you hit the Blanka ramp during a fight, it will open up a lane on the left side of the table, left of the outlane indicated by a purple "SPECIAL ATTACK" arrow. You can enter this lane by hitting the ball when it's on the tip of the right flipper. Doing this successfully will execute the fighter's special attack which I believe does a little more damage than a standard attack.

    After you've hit enough ramps and orbits, you're opponents health will drain and you will be rewarded with a trophy!

  • Defeat the evil crime boss

    This trophy is not too bad once you know the technique. The crime boss is none other than M. Bison! In order to face him you'll have to win a fight with all 4 of the other fighters first. You'll know which fighters you've completed because the ramp combo symbols will remain lit after you've completed a fight with them. After you win a fight with all 4 fighters, you'll be prompted to choose a specific fighter to face M. Bison. I was told to choose Ryu, but I'm not sure if it's always Ryu or if it can be others as well. Whatever the case is, simply hit the appropriate locker and the boss fight will begin.

    When the fight begins, M. Bison will rise up on the right side of the table. He is composed of a giant head and two hands. The object is to hit his head enough times to take away all his energy. This is pretty easy to do using the butt of the right flipper after starting from a held position. If you time it right you can get the ball to hit his head and drop back down onto the flipper. Even if you can't time it perfectly it's not too hard to keep the ball under control during the fight. After you've drained all his energy you will get the trophy!

DLC: Ninja Gaiden Sigma 2 Table

4 trophies

  • Flip the ball between the bumpers and get a 6 hit or greater bumber combo!

    The bumpers are located on the top center of the table, just above the drain hole. There are 3 of them. Just shoot your ball up there until it gets caught in the middle of them and hope for a 6-hit combo. Shouldn't take more than a few tries. Easiest trophy on the table.

  • Collect 30 Crystall Skulls!

    This should be the first trophy to aim at while playing this table. The reason for this is because the skulls you collect carry on across playthroughs. So, no matter which trophy you're aiming at, first thing you must do on a new game is collect the crystal skull for that game.

    The most consistent way I found to get skulls was to perform a triple combo on the ramps. They don't have to be different ramps (you can perform a combo shooting the same ramp over and over) but each ramp must be shot within 5 seconds from the last one so the combo won't end.

    Start by shooting the Ryu's ramp. Then the Jump ramp. Then shoot both again. These are the easiest ramps to shoot. You can hit them by letting the ball roll down the flipper and shoot it a little bit before the tip. Also, after the ball goes through the ramp, it'll land on the opposite flipper, allowing you to immediately shoot the next ramp.

    Once you shoot each ramp twice, you'll have performed a triple ramp combo and you'll be awarded a crystal skull.

    With this method, you can only achieve 1 crystal skull per game. They won't give you more no matter how many ramp combos you perform. There are other ways to achieve skulls, even more than 1 per game, but I'm guessing you won't be done with this table before 30 playthroughs (if you do, grind it up!)

  • Start the Karma Challenge Multiball by performing three obliterations!

    Next to the left bumper near the flippers, you can see the word "SLASH". These letters light up one by one after you hit either Ryu's or Genshin's ramps outside of a ramp combo. Just shoot them, wait five seconds so the combo ends and shoot the next one.

    Once you light up the entire word, a red light saying "OBLITERATION" will light up in front of Ryu's figure. To get the ball up there, you must perform the jumps from the Jump ramp.

    After shooting the Jump ramp, smash your flipper repeatedly until you're across both jumps. Ryu's figure will then cut your ball in two and you just got yourself an obliteration. Perform two more to start the Karma challenge and the trophy will unlock (you don't have to play the Karma challenge).

  • Complete the last Chapter of the Story Mode.

    Ok, silver trophy for this table. Toughest one of them all.

    To start a challenge, you have to perform the jumps from the Jump ramp three times. Although they don't need to be consecutive, I advise you to do so since the counter will reset if you wander around the table too much in between jumps.

    Once you've performed all three sets of jumps, you will activate "Story Mode" and a light saying "CHAPTER" will light up in front of Ryu's ramp. Shooting this ramp at this point will trigger the next chapter.

    There are 4 chapters to be completed:

    • Chapter 1 - Ayane

    In this chapter, you play as Ayane and you'll be shot at with shurikens every 10 seconds. Your goal is to survive the waves for 50 seconds. You can check these times on the little score screen and you can check your health on the blue bar just above the flipers.

    To dodge the shurikens, you must shoot the highlighted ramp out of the three on the table. This will cause the 10 seconds counter to reset.
    The most profitable way to shoot ramps for this chapter is by performing "last call shots". This means you only shoot the ramp when the shurikens timer drops to 2-3 secs. Given that the chapter's duration is 50 seconds, you'll only need 5-6 shots to complete it. If you wanna play with your health, 2-3 shots will do since you can endure 3 hits before you die.

    Once the 50 second timer is over, the chapter is complete.

    • Chapter 2 - Momiji

    In this chapter, you play as Mojimi and you'll have to kill 20 "spider ninjas". To do so, you must shoot the red targets and sinkholes on both sides of the top center bumpers (the ones from "Swordsmaster").

    Hitting one target will count as 1 ninja. Hitting the sinkhole will count as 3 ninjas. Once you hit a target, it will only pop up again once the whole set is lowered.

    The best way to get 20 ninjas quickly is trying to shoot the two targets on the right of the left targets set. This will leave the sinkhole wide open for you to shoot while the third target prevents the other two from showing up again. If you accidently hit it, rearrange the set again and keep up the killing.

    You'll be attacked every 10 seconds. However, hitting the targets/sinkholes resets the attack counter so if you keep hitting them consistently, you should have no problem.

    Once you get 20 ninjas, the chapter is complete.

    • Chapter 3 - Rachel

    In this chapter, you play as Rachel and you'll have to defeat two dragon fiends. Once the chapter begins, you'll find yourself in a 3 ball multiball scenery. You must keep at least 2 balls alive or the chapter will end.

    To deplete the dragon's health, you must shoot the ball through the left side ramps (Jumps and Genshin) while keeping the balls away from the table's sinkholes (they'll collect it and you'll be one ball short). Each ramp affects one dragon. The Jumps ramp affects the first one while the Genshin affects the second one. Shoot 5 times through each ramp to defeat their respective dragons, while maintaining at least two balls.

    The best way to do this is getting one ball on each flipper at the start of the chapter (drain the remaining ball on purpose). After that, you're going to use the right ball to shoot the dragons' ramps and the left ball to shoot the Ryu ramp. That way, your balls will switch places, you'll hit the dragons and you can keep repeating the procedure. Watch out for the Genshin ramp shot.

    After you've defeated both dragon fiends, it'll tell you to "defeat the demons". Basically, that's a "witch hunt". If you've gotten this far, you've already completed Chapter 3. Now you can either seize the opportunity to rack up some points with the balls you have left or you can just drain them all but one and keep trophy hunting.

    • Chapter 4 - Ryu

    In this chapter, you play as Ryu and you get to face Genshin. All the ramps will be flashing but that's just eye candy. He'll evade any hits you attempt while shooting the ramps.

    What you wanna do is shoot the sinkholes on the sides of the bumpers (the ones from chapter 2 "spider ninjas"). That way you'll ascend to the mini-playfield.

    If you hit the left sinkhole, you'll spawn under Genshin on the left. From there, use the hidden upper left flipper to travel across the mini-playfield to the other side.

    If you hit the right sinkhole, you'll spawn on the right side already. From there, shoot the ball with the upper right flipper across the mini-playfield towards Genshin. If you hit the sinkhole under him (the same that you spawn from if you come from the left), you'll damage him. Repeat 3 times to deplete all of his health.

    "An easy way to complete this chapter: Aim for the left sinkhole and, as soon as your ball gets in, start smashing your left flipper like crazy!! If done correctly, this will cause your ball to enter the appropriate sinkhole on the mini-playfield and damage Genshin (check video for demonstration)". Credits to vinster or this information.

    Video guide

    All videos are courtesy of vinster!

DLC: Excalibur Table

4 trophies

  • Secure your renown by chasing down the Barking Beast!

    After shooting the Excalibur ramp enough times to reach a renown of level 11, Merlin will stop your ball and a sinkhole will open up at the very beginning of the right ramp. You will have to shoot this hole to track, trap and kill the beast a total of 5 times!

  • Repel the attack of the robber knights against Camelot!

    This one can be a bit frustrating if you're not very good at juggling the ball around on the mini playfield. Hit the bumpers until robber knights start besieging your castle. Both the dot matrix and a voice will notify you when this happens. After that, shoot the ball up the Right ramp to reach the mini playfield. Keep on hitting the lit targets without leaving the playfield until the challenge is complete and the trophy pops up.

    Once this is done, you can choose to kill off the leader of the invaders like you would in any duel. If you succeed, you will be awarded with an extra ball.

  • Pay a visit to Morgana's Lair through the hidden path, and win the mode that you choose!

    Locate the 2 targets on the left of the table, right above the sinkhole. When you hit the top one, it will start moving around. Make sure your target is moving to the right and hit it again. Upon doing so, the target should come to a stop on the right side. Repeat this with the remaining target and a secret passageway should open up.

    Shoot the ball in that passageway and you will be prompted to choose one of two missions. The left option is a simple video-challenge. The right is another timed ramp/orbit challenge. Complete either one and the trophy will pop up.

  • Play through to the end one of the tales of the Knights of the Round Table!

    The final trophy of this table is remarkably easy. Rather than having to complete all of the main missions like you would on the other tables, you're only required to complete one of your choosing.

    In order to start a tale, you will have to do a series of shots. First hit all 4 targets on the right of the table to spell TALE. Two of them are on the sides of the Right ramp, the other two are on the sides of the Cauldron ramp. Once they are all lit, you can switch between tales by spinning the round table. When you've chosen the one you like, simply hit the left sinkhole and the tale will commence.

    There are 5 tales to choose from:

    • Sir Lancelot
      The idea here is find Guinnevere and rescue her from her prison before the timer runs out. The dot matrix will display 3 locked doors. To find the door that is holding the damsel, locate the one with the biggest lock on the dot matrix. Hit the corresponding ramp/orbit to advance to the next floor. Upon finding Guinnevere on the 7th floor, the tale will be completed and the trophy will unlock. Unlocking any other door will only yield some extra points. This is one of the easiest tales.
    • King Arthur
      You will need to perform a combo of 10 Excalibur ramp shots. There is a timer, but upon starting a combo, it will freeze. Failing to hit the ramp in time to keep the combo going will restart the timer and you will have to start all over. Seeing as how easy it is to hit the Excalibur ramp consistently, this tale is definitely very doable.
    • Sir Kay
      This tale is completed by taking the correct paths on the Excalibur ramp. If the dot matrix tells you to go left, make sure the captured ball is on the left side of the ramp before hitting it. And vice versa for the right path. I'm not entirely sure, but I think you need to take the correct path 4 times for the beast to appear under the right ramp. Hit it in there and repeat the process a second time to complete the challenge.
    • Sir Gawain
      Perform 15 orbit shots before the timer runs out to complete this one. Beware though, you have to be pretty quick. I wouldn't recommend choosing this one when going for the trophy.
    • Sir Percival
      This is a 2 ball-multiball challenge. You will have to hit the secret path to Morgana's lair on the left side of the table with the glowing ball 3 times in order to complete the tale.

    Complete any of these tales to net you this table's silver trophy. I recommend either Sir Lancelot's or King Arthur's tale, as they are both pretty easy to complete.

DLC: Earth Defense Table

4 trophies

  • Fire with the Cannon!

    This is the easiest trophy on the table and one of the easier trophies in the entire game. Activate the cannon by sending the ball through the leftmost inlane and hitting the right orbit while it is lit. Upon doing so the blue light in front of the subway hole will be replaced by a red light. Hit it in there to fire the cannon and claim the trophy.

    An activated cannon is also one of the possible rewards for performing a skillshot.

  • Survive the wave of aliens and win the Invasion Multiball!

    Another easy trophy. Either wait for the timer to reach 0 or help it along by shooting the captured ball on the left once or twice to get the second and third wave of aliens to come after you. This will start 100/50 second timers.

    When the Invasion begins, your goal is to send all the balls on the table through the rescue hole. If you hit it straight away, before other balls have been brought into play, you will have yourself another trophy.  Unfortunately, using the subway hole to get to the rescue hole will not work during Invasion mode.

  • Save 10 person by hitting the Rescue hole 10 times with one ball!

    This one is a bit more challenging. The idea is to hit the rescue hole 10 times with a single ball. Luckily there is a trick to make things a bit easier. The subway hole can - when fully upgraded - substitute as the rescue hole. Upgrade it 5 or 6 times by sending the ball through the inlanes with a blue light or get the fully upgraded subway hole as a reward for performing a skillshot. Hit the subway hole and select "Lenox Hospital". Repeat this 9 more times without draining the ball to earn the trophy.

    (This trophy can also be earned while doing the "Salvation" mission.)

  • Collect all 10 medals!

    One of the keys to getting the harder trophies in the game is to devise a strategy using as few shots as possible. While none of the individual tasks for this trophy are overly difficult, in order to minimize the number of shots you will have to work on several things at once. Unfortunately this can also mean that, while you have already achieved quite a bit during a ball (completed missions and assignments, locked some balls, saved the red lady a few times), most of that progress will be lost upon draining the ball... and this is what makes this trophy difficult to achieve.

    Below are the 10 medals as shown on the table.

    1. City destroyer...................................6. Survivor

    ..2. Threat Level..................................7. Data Bowl

    ....3. Military AI..................................8. Artillery

    ......4. Airstrike.................................9. Salvation

    ........5. Panic MB...........................10. Rage Combo


    Mission based medals:
    You can start missions by shooting down the 3 "bot-guard" drop targets directly below the giant robot and hitting the sinkhole that is freed thereafter. Select the one you want to start using the flippers. If you're having trouble hitting the sinkhole, use the cannon. It fires the ball right into it.

    • City Destroyer
      The objective is to keep the ball in close proximity to the robot for a combined duration of 10 seconds. You have 5 seconds to send the ball back towards the robot when you get too far. The best way to do this is to juggle the ball around with the two top flippers.

      There also appears to be a general timeslot in which this mission has to be completed, and hitting the right assignment ramp twice will increase the time you are allowed to stay away from the robot. As an additional reward for completing this mission, your threat level will decrease by 1.
    • Data Bowl
      Upon starting this mission, the drop targets beneath the giant robot will randomly appear and disappear. The mission will end after hitting 5 of the targets. There is no timer during this mission, however sending the ball through one of the sinkholes behind the targets will take away a life. You have 5.

      I recommend having the right kickback enabled before starting this mission. If the ball drops down from the platform with the top left flipper, it could end up falling down the right outlane. After a while I got used to the situation and whenever I felt the ball was rolling down that platform at the speed to possibly send it to the outlane, I'd bring the top left flipper in play. Your military AI level will also be increased upon completion.
    • Salvation
      You will have to rescue 10 people by shooting the rescue hole to save them, then the center overpass ramp to get them to the transport, all before the timer runs out. It is vital to have the subway hole fully upgraded before starting this one and using that hole to substitute the rescue hole. You can save up to 5 people before you have to get them to the transport. The best way to tackle this one would be hitting the subway hole 5 times followed by a shot to the center overpass and repeating this. If you find yourself running out of time, hit the assignment ramps.

      For those merely playing for points, I'd like to point out that Salvation is probably the best way to get yourself a good place on the leaderboards. Every time this mission is completed, you will be awarded with 6 million points!
    • Artillery
      This mission is as easy as they come. Upon starting it you will find yourself back at the launcher. Select a ramp on the dot matrix with your flippers and shoot the ball. You have 20 seconds to hit the ramp you chose to complete the mission. I recommend the "left highway", as that ramp is by far the easiest one to hit.

    Assignments
    To complete an assignment, simply hit both the left and right highways. After hitting the first, a voice will say "we have a direct order from the president". Some of them (like the very first) will prompt you to shoot a random ramp before the timer runs out. During these, beware of the robot shooting at you, as he can easily alter the course of your ball! Most will just give you your reward straight after hitting the second ramp.

    • Airstrike
      After completing your second assignment, the rescue hole will light up. Lock three balls in there either by hitting it directly or by using the fully upgraded subway hole and selecting "Lenox Hospital". Upon locking your third ball the game will go into 3-ball multiball and the medal will unlock.
    • Threat level
      This medal is awarded upon decreasing your threat level 3 times with a single ball. Decreasing your threat level is a reward from some of the later assignments, as well as an additional reward for completing the "City Destroyer" mission.
    • Military AI
      Again, you will have to increase your military AI 3 times with a single ball, by doing assignments and/or completing the "data bowl" mission. Military AI +1 can also be awarded by performing a skillshot.

    Other

    • Survivor
      This medal should come naturally when going for the silver trophy. You will have to send the ball through the outlanes so that both the cannon and the kickback are used at least once during a single ball.
    • Rage Combo
      This one can be annoying. To perform a rage combo, hit the left orbit twice in rapid succession. Wait a few seconds for the robot to shake the ground and the spiral flyover to light up (actually it will flicker violently). You have the duration of the entire game to hit the spiral flyover and finish the rage combo.

      Unfortunately, both the left orbit and the spiral flyover are blind shots with the top right flipper. The best ways to get to that flipper are either by shooting a clean right orbit shot and keeping your top right flipper elevated or by shooting the fully upgraded subway hole and selecting "Central Park".

      A golden tip I can give you to make this one slightly easier is that - apart from the initial launches - all other launch shots (such as after locking a ball for MB, etc.) count as a free left orbit shot. With some practice you can get the second shot fairly consistent. Timing is key!
    • Panic Multiball
      To lock a ball for this mission, you have to first hit the spiral flyover ramp. After that, catch the ball on the right flipper, wait for the robot to position his hand above the center overpass and hit that ramp to lock the ball. Repeat this once more and the game will start a 2-ball multiball. Immediately lift your right flipper for an easy catch of both balls.

      The objective is to send one of the 2 balls to any sinkhole and then hit the randomly lit sinkhole with the other.

      Assuming you have both balls captured on the right flipper, start off by shooting nearly straight up towards the center sinkholes. This has a fairly high success rate and allows for an easy catch (if it's even necessary) of the other ball. Try to hit whatever hole is lit with the second ball before the timer runs out. If it does run out, the other ball will be brought back into play. Using the subway hole to get to the rescue hole will not work during panic MB. Be careful, though, there is no ball save and losing your ball after locking the other will result in a ball-loss.

      Before locking your second ball, make sure you have enough time left on your Invasion countdown. The timer will continue to go down during panic MB and if it reaches 0, it will end the gamemode!

    As a general strategy when going for this trophy, I recommend starting things off with both the Rage Combo and the Panic MB. While the shots with the top right flipper are relatively safe, they are difficult to hit and it can prove hard to stay in control all the time. The Panic MB can also be a real balldrainer. Focus all your efforts on getting those 2 out of the way first.

    After those, focus on getting Threat Level and Military AI by doing assignments and completing both City Destroyer and Data Bowl. Consider those 4 medals as one, as losing your ball also drops both those levels back to 0, making all your efforts go to waste.

    By now your subway hole should be fully upgraded and the rescue hole should be lit to lock balls for the Airstrike multiball. So clean up doing Salvation and Airstrike.

    I did Artillery whenever I felt like taking a break from the harder ones or was in need of a confidence boost . Complete that one at your own discretion.

    You will most likely earn Survivor way before the other 9 medals. Always keep in mind that losing the Invasion multiball will take away a random medal and will increase your Threat Level. I recommend avoiding Invasions at all costs (I even went as far as to sacrifice a ball on several occasions).

    StOrMtRoOpErMx19 does his thing, kicking ass and taking names!

DLC: Mars Table

4 trophies

  • Using the Spaceship magnetic drain collect five space samples!

    This trophy is achieved after completing the first mission in the Shuttle mission set, called: “Sample”.

    Please refer to “Lost civilization” for more info.

  • Neutralize the defense system of the Pyramid.

    This trophy is achieved after completing the Pyramid Main Mission.

    Please refer to “Lost Civilization” for more info.

  • Discover the Lost Civilization by completing the final mission!

    The big one! In order the start the Final Mission, you will have to play through and survive all of the 4 main mission sets. These are the ones that are displayed in the center of the table. As with all the other silver trophies in Zen Pinball, the best advice is to be patient and take the time to activate the kickbacks.

    To start a secondary mission, all you have to do is hit the accompanied ramp once to activate it and a second time to start the mission.

    After completing all required secondaries, the Lift Hole will become engulfed in a red glow. Obviously, hitting that is what will start the main missions. If you’re at a point where you have multiple main missions available, hitting the Lift Hole will start a 20 second timer, during which you can choose the mission you want to play by hitting the orbits or start the one you want by hitting the Lift Hole again.

    Shuttle:
    Hit the shuttle ramp to activate it, and hit it a second time to start the next-in-line mission. Be careful though, after you’ve activated the shuttle for the first time, it will fly over the table, blocking your view and violently shaking the table.

    • Sample:
      A magnetic arm will appear on one of 5 set location on table. Hit it before the 15 second countdown runs out to get to the next arm. After you’ve hit all 5 arms, the mission will be completed.
      Don’t worry if you run out of time, as you’re progress will be saved. Simply hit the Shuttle Ramp again and you can continue where you left off.

      Upon completing this mission for the first time, you should receive the “Skilled Pilot” trophy.
    • Ignition:
      Upon starting this mission, the lift hole will light up. After hitting that, the Shuttle Ramp, the Spider Ramp and the Mini Orbit will light up. Simply hit all 3 to complete the mission.
      Just like after activating the shuttle for the first time, it will fly away upon completing the mission, blocking your view and shaking the table. So be careful.
       
    • Sunstorm (Shuttle main mission)
      The idea of this mission is to guide the shuttle in the indicated directions to avoid being struck by the sunstorm. There are ten 10-second waves, alternating from left to right that you will have to survive. Hit any of the lit targets at least once before the timer runs out to advance to the next.

      On the left you have:
      • MARS targets
      • Left Orbit
      • Shuttle Ramp
      • Pyramid Ramp

      And on the right:
      • Galaxy targets
      • Right Orbit
      • Spider Ramp
      • Satellite Upkicker
      • Mini Orbit

      I recommend you use the Shuttle Ramp, as that one can be easily hit from both flippers. And the Right Orbit, again this should be an easy shot and if you hit your ball too late, it will probably slam into the targets under the top flipper and still count. I also recommend taking one shot per wave so that you can focus on catching the ball again before the next wave starts.

    Pyramid:
    Hit the Pyramid ramp once to activate it and a second time to start the leveling mission. As long as you do not lose your ball, you do not have to activate it again.

    • Leveling (x3):
      Simply score 10 bumper hits to advance a level. The orbits are blocked, making it even easier.
      After leveling up for the third time, the Pyramid main mission will become available at the center sinkhole.
       
    • Pyramid main mission:
      This 3-ball multiball challenge will probably put a lot of you close to, or even over the edge, as it is extremely difficult to complete. I've never been one to attribute luck to gaming because I pride myself on practicing and developing my skills, but a little luck here will go a long way! The object here is to hit 6 randomly lit ramps in addition to hitting all 6 side targets (MARS and Galaxy) when they are flashing without losing more than 1 of the 3 balls in play.

      First, your main concern should be keeping all 3 balls in play as long as possible. Do not look up at the table to spot targets unless you are absolutely sure you have the time for it. I can’t tell you how many times that split second of looking up to see if a hit registered cost me a ball. Take a lot of risks when you have the ball save activated, especially the free and longer lasting one you get at the beginning. Don’t worry about the 6 ramps/orbits as you will definitely hit all of them before the targets just by keeping your balls in play. The more you can get accomplished with the 3 ball chaos, the better! When you’re down to 2 balls, it’s time to change tactics a bit. Catch both balls and assess your progress. Again, if you have any ramps or orbits left, leave them be for now. Focus on the targets. Try to keep one ball as far away from the flippers as possible and make very late aimed shots at the targets with the other. Hit the left orbit often and keep your top flipper elevated, as this will send the ball in the direction of the MARS targets. You can hit the top right target directly with a semi-late left flipper shot. If you hit it too late on the flipper you'll end up hitting the bumper instead. Remember that you have to hit the targets when they are flashing which makes this mode even MORE difficult than it already is! If you have a ball save activated, don’t hesitate to take risks.

      When you finally manage to complete all 12 shots, the “lock is lit” light in front of the Pyramid ramp will light up. The final part of this mission requires you to lock all your balls in the pyramid. If you're still on 3 balls, you're allowed to drain one of them. Remember not to look up unless you are absolutely sure you have the time to do so. Failing at this point is not good for you, trust me. After locking your first ball (or 2 balls in case you decided not to drain one), the multiball will end. Lock your remaining ball by hitting the Pyramid ramp one last time to complete this beast of a challenge.

    The well deserved “Explorer” trophy should pop up upon completing this mission for the first time.

    Satellite:
    Like before, the first hit to the Satellite Upkicker will activate it, the second will start the next-in-line mission. The right kickback is a must when trying to make the Satellite Upkicker shot.

    • Scan:
      Upon starting this mission, the Shuttle Ramp, the Spider Ramp and the Mini Orbit will light up. After hitting all 3, the satellite will project a blue light to the right side of the table and the 2 orbits will light up. Hit both of them to complete this mission.

      Completing this mission will net you the “New Galaxy” trophy.
       
    • Recharge:
      The Shuttle Ramp, the Spider Ramp, the Pyramid Ramp and the Satellite Upkicker will light up. They all represent one of the possible switches you need to activate to recharge the satellite’s power. To complete the mission you will have to find the correct switch 3 times. Hit the wrong one and you’ll get the “wrong switch” message displayed on the dot matrix, hit the correct one and a voice will say “awesome” and you’ll advance to the next. After hitting the correct switch, it will be taken out of the random rotation. Although it will still light up, it won’t return as the correct switch during the same mission attempt. So your first switch is a 1 in 4 chance, your second a 1 in 3 and your last a 1 in 2 chance.
       
    • Dock (x3):
      You have 20 seconds to hit the Satellite Upkicker again after starting the mission. This will lock a ball. Lock 3 and the Satellite main mission will become available.
      Like with the Pyramid leveling missions, if you do not lose a ball, you will not have to activate the Satellite again between dockings.
       
    • Satellite main mission:
      This is a 4-ball multiball challenge. All seven ramps and orbits will light up. In order to travel the required 600 "lightyears", simply hit 6 of those 7 ramps/orbits. Just trying to keep your balls in play should be enough to complete this mission with ease. Every time you hear “jackpot”, you hit one.
      When you're down to 1 remaining orbit/ramp, they will all light up again giving you the opportunity to score more points. But by this time, the mission is already completed.

    Spider:
    Hit the Spider Ramp once to activate it and a second time to start the Analysis mission.

    • Analysis:
      The Space Spider will shoot a beam of light uncovering one of the 5 symbols. You have 15 seconds to shoot through it and go to the next. Like the “Sample” mission in the Shuttle series, your progress is saved if you happen to run out of time.
       
    • Refuel (Spider main mission):
      Every 8 seconds, 2 or 3 random ramps/orbits will light up. Hit one of them in the given time and the Lift Hole will light up. Simply hit that hole to fill the first tank displayed on the dot matrix. Repeat for the other 2 to complete the mission.

    Final Mission:
    Upon completing all 4 main missions, the final mission will automatically start. This is another multiball challenge during which you will hunt for artifacts. These are the greenish glowing things that will appear on random locations on the table. Shoot a ball through it and a countdown from 10 million points will appear on the dot matrix. Hit the Lift Hole before the countdown runs out to advance to the next artifact. In order to complete this mission, you will need to do this for all 6 of the artifacts. Hitting each of the first 3 will add a ball to the game, so you end up in a 4 ball multiball to complete the last 3.

    Failing to hit the Lift Hole in time, as well as being reduced to a single ball will end the final mission. That means redoing all 4 main mission sets from scratch!

    The only advice I can give you is make sure you are confident at hitting the Lift Hole and never panic.

    Upon hitting the Lift Hole the sixth and final time, you will be awarded with the trophy and, in addition to the millions you’ve already earned on each Lift Hole hit, you will get a whopping 60 million points and with it a solid place on the leaderboards.

  • Discover and analyze a new galaxy!

    This trophy is achieved after completing the first mission in the Satellite Mission set, called: “Scan”.

    Please refer to “Lost Civilization” for more info.

DLC: Paranormal Table

4 trophies

  • Get access to the Jersey Devil's ramp (the reverse scoop) and make a score with it on the Paranormal table!

    To access to the reverse scoop, you need to take down the three drop targets in the middle of the Jersey Devil's ramp (which leads to the scoop). The targets look like tombstones. Hit the ramp three times to lower all the targets and get access to the reverse scoop. If you lose your ball, the targets will not reset.

    Once all three are down, you'll have 15 seconds to hit the ramp again to ride the scoop (there will be a big flashing square at the entrance of the ramp). The trophy will unlock if you hit it successfully within 15 seconds.

    Note: If you don't hit the ramp hard enough, the ball will just fall back down the ramp and it won't count as "making a score" and the trophy will not unlock. It has to be a successful shot into the mini-playing field below the main flippers.

    If you fail to hit the ramp within 15 seconds, the three drop targets will rise back up and you'll have to lower them again.

  • Get up to the attic of the Haunted Mansion and banish at least one ghost on the Paranormal table!

    This is the toughest trophy on the table. You need to detect at least one ghost in the Haunted Mansion, then get on the balcony and shoot the ball into the attic to banish it.

    Getting into the Mansion
    First, you need to get access to the Mansion by opening the door (top left corner of the table). You can open the door two ways. One is to hit the targets on either side of the Mansion ramp. Each will light up when you hit it and you'll hear a knock, as well as a super scary voice growling super scary things. Once you hit both, the door will open. The other way to open the door is to actually hit the door with the ball once. Shoot the Mansion ramp and when the ball comes around to the top left flipper, hit it up the stairway and into the closed door. It will open immediately.

    Now that it's open (you'll see a green swirl in the doorway), enter the Mansion by shooting the stairway with the top left flipper. As usual, use the Mansion ramp to get to that flipper.

    Tip: If you open the door by hitting it with the ball (the second method), you can keep the top left flipper raised after the shot and sometimes it will catch the ball as it comes back down, enabling you to immediately shoot the stairway again.

    Navigating the Mansion
    Once in the Mansion, you have to first detect at least one ghost by hitting a drop target (there are 9, one behind each lamp in the Mansion). This is very easy and 99% of the time you will detect a ghost through the process of just getting to the balcony, so honestly I wouldn't worry about that and suggest you merely concentrate on getting to the balcony. The Mansion is very tricky and it may take a while to get the hang of the physics there, so keep practicing and don't get discouraged.

    When the ball first enters the Mansion, hold the left flipper up to catch the ball. Hit the ball just before the end of the flipper to access the crack in the ceiling. If you do it right, the second ball stuck in the crack will pop up into the second floor. Make sure you hold the right flipper up immediately after shooting the first ball, that way you catch the second ball. From there, hit the ball from the very tip of the right flipper to get to the balcony (using the path with the solid lit arrow). Catch the ball with the balcony flipper. Please note that even though the balcony flipper is on the left of the screen, it's activated as a right flipper – your instinct will be to let go of the right and hold the left to catch it… resist it! Keep the right flipper up after the shot to the balcony to catch the ball. Hit it from the tip of the balcony flipper to get into the attic and activate the exorcising beam. A bright blue beam will shoot into the house and the trophy will pop.

    If you drain the ball on the Mansion and have to get back in, it will save the number of ghosts you have detected for subsequent trips. Only if you lose the ball on the table proper does it reset the ghost count.

    Here are a couple of basic tips to keep in mind while working on this trophy:

    • Don't panic and flail about with the flippers while in the Mansion, you'll just lose the ball. Catch the ball after every shot if possible and let it stop before continuing.
    • After every shot, keep the flipper raised to catch the ball again if you miss your shot. Most of the time the ball comes back to the same flipper you shot with.
    • If the ball falls off the balcony flipper, it will land back by the right flipper on the first floor.
    • On the first floor, to get the ball from the right flipper back to the left, shoot it from the very tip of the right flipper. If you shoot it too early, you'll end up getting caught by the UFO on the right side and tossed out of the Mansion.
    • On the second floor, to get the ball from the left flipper back to the right, shoot it from the very tip of the left flipper.
    • If you drain the ball in the Mansion (either through the floor or via UFO), it will dump out right on the top left flipper of the table. Immediately hit it to reopen the Mansion door and keep the flipper raised – sometimes you can catch the ball as it comes back down, enabling you to reenter the Mansion without falling back to the main table area.
  • Start the Dizzy Hurry-up mode, and make the chupacabra dizzy on the Paranormal table!

    The chupacabra is on the left side of the table in an enclosed area. It looks like a dog's face, with two eyeballs that suspiciously look like pinballs.

    To get this one going, hit the drop target at the bottom of the chupacabra area. One of the eyeballs will drop out of its socket and fall into the space where the drop target was (the target is between the two kickback drop targets). Hit the eyeball (from the right flipper) to send it up into the chupacabra area, where you want it to land into the empty eye socket. It will fall back if you miss. Keep shooting until it hits the empty socket and locks. If you have trouble locking it, nudging when it's near the socket can help, just be careful not to tilt the table (thanks Oskari14 for the tip).

    Once the first ball is locked, the dot matrix will say "Chupacabra Sighting" and the drop target you originally hit will rise back up. Hit it again and the other eyeball will fall. You'll need to lock this one as well using the same method as before.

    After the second ball is locked, Dizzy Hurry-Up mode will start. You'll know it's active because the narrator will say "Make the Chupacabra Dizzy." A countdown will start from 4 million points and you'll need to hit the Mansion ramp once before the countdown reaches zero (about 40 seconds). The first time you hit the Mansion ramp in Dizzy Hurry-Up mode, the trophy will unlock. Hit it right away for nearly 4 million points!

    If you fail to hit the ramp in time or lose your ball, the drop target will rise again, and you'll have to relock both eyeballs in succession to activate Dizzy Hurry-Up mode again.

  • Lock at least one ball in the film reel and start a Multiball Phenomenon with the cube on the Paranormal table!

    One of the easiest silvers in the entire game. You can start multiball with only one ball locked in the film reel. This guide will only discuss the double ball phenomena (Levitation and Doppelganger) since they are the easiest to start, and won't touch on the triple ball ones.

    Lighting the Lock
    The film reel is in the lower right of the table, behind the upper right flipper. To lock a ball, you first must light up the lock. You do this by hitting the loop that runs through the film reel. This can be hard to do from a flipper. The easiest way I found was to just hit the Bermuda Triangle holes (which activate Magna Save), as one of the places the ball shoots out from after hitting a hole sends it straight through the film reel loop. You will probably do this without really trying.

    An alternative way to light the lock is to do the same thing you will do to start a Multiball Phenomenon (except without a ball locked). Basically, shoot the Mansion ramp and hit the ball from the edge of the top left flipper to gain access to the top of the multiball cube. Once there, you can use the kickers to drop the ball in the cube hole (see the "Starting Multiball" section below for details on this process for the default cube layout). Hitting this hole without a ball locked triggers a "Clairvoyance" award on the dot matrix. You will have only a few seconds to use the flipper buttons to quickly scroll through a few award options. One of them is "Lock is Lit" and if you select it in time the lock will automatically light up.

    Whichever method you choose, you'll know when the lock is lit because the Newton's Cradle above the film reel will start, with the clicking of the balls serving as a timer.

    Locking a Ball in the Film Reel
    With the Cradle active, you'll have about 20 seconds to lock a ball in the reel. There are a number of ways to hit the lock:

    • Hit the Bermuda Triangle holes again, much like you did to light the lock – occasionally it will shoot the ball right into the lock.
    • Hit the drop target to the left of the chupacabra ball (one of the targets used to activated the kickback) – the ball will usually bounce right into the lock.
    • Take the Mansion ramp and go to the area above the multiball cube, but don't use a kicker - let the ball roll across and down a chute. It will land right in the lock.
    • Hit it from the very tip of the left flipper (this is somewhat hard).

    If the Newton's Cradle stops clicking, your time has run out and you'll need to shoot the ball through the film reel loop again in order to lock a ball.

    Once you successfully lock the ball, you get to choose your Multiball Phenomenon.

    Starting Multiball
    There are four different configurations (phenomena) available on the multiball cube (top center of the table, held by two skeletal claws). There are 4 "lanes" you can enter for each configuration, which guide the ball across its surface in different ways. Whenever you lock a ball into the film reel, you have the option to select a phenomenon on the cube (cycle through them with the flipper buttons and press to accept) and you can only select ones that correspond to the number of balls you have locked (one or two). It will automatically skip past ones you can't select.

    Once you lock your first ball, you can either select "Levitation" (default) or "Doppelganger" (right flipper button once) as the phenomenon. The Levitation layout features a single hole at the bottom of the third cube lane and is the easier of the two to complete. The Doppelganger layout has a ball in the middle of the fourth cube lane and is a little harder to hit. I suggest you choose the Levitation one.

    After selecting, you will get a new ball and you'll now need to get to the cube and drop the ball into the cube hole for your selected phenomenon. Hit the Mansion ramp and when the ball is at the very end of the top left flipper, hit it to access the area on the right, which is just above the cube.

    In this area there are four kickers that hit the ball into the cube lanes. The first and third kickers are triggered by the left flipper button, the second and fourth by the right flipper button. Here is where you need to hit for each double ball phenomena:

    • Levitation: Press the left flipper button when the ball is under the third kicker. The ball should fall directly into the hole.
    • Doppelganger: Press the left flipper button just as the ball gets to the first kicker. If hit right it will curve along the path and hit the hole.

    Once you hit the hole on the cube, the trophy will immediately unlock and the phenomenon will begin. You do not have to complete the phenomenon to get the trophy.

DLC: Sorcerer's Lair

4 trophies

  • Score a 6-way combo!

    This trophy will probably pop up somewhere throughout your games without really trying for it. Maintain your combo for 6 successful shots up any of the 8 ramps and orbits. As long as the combo is going, all ramps/orbits remain lit.

    If you're going for this trophy specifically, pick some ramps/orbits you feel confortable hitting. Remember that the Upper Playfield Ramp counts as well, so 2 shots up the Citadel Ramp, should equal 3 shots for your combo. Raising the blue spinning platform opens up the Stairs Ramp, thus increasing your options.

    Check Midnight Madness for a video of how it's done.

  • Defeat all 10 spiders in the Arachnid Attack cellar mode within 20 seconds from start.

    The Arachnid Attack is one of the 6 story missions listed on Sorcerer's Lair. It's played on a playfield outside of the main table. Starting the mission, and even beating it, is pretty easy. Killing all 10 spiders within 20 seconds however, is not.

    Starting Arachnid Attack
    In order to start any of the story missions you'll have to free up the "Magical Cellar" sinkhole by hitting the 3 "Guardian Stones" in the center of the table. After all 3 targets are lit, the blue spinning disk in front of them will rise, opening up the sinkhole. Hitting the sinkhole will start the mission that is currently lit on the table. Hitting the bumpers will switch between the uncompleted missions listed on the table. For this trophy, you'll want to look for the Arachnid Attack mission (4th from the top). Once it's lit, hit the ball up the cellar and find yourself on a completely seperate mini pinball table.

    Killing the spiders
    Spiders will quickly appear in front of all of the 5 ramps/orbits. In order to beat the mission, you'll have to hit all 5 spiders twice and leave the cellar using the exit that's lit thereafter. For the trophy however, you'll have to hit all 10 spiders within a 20 second time frame, which leaves virtually no room for error.

    Keep in mind that the spiders can only be hit if the ramp/orbit it's hanging above is actually lit. Also remember that every spider will respawn once, and it takes quite a bit of time for it to do so. It's best you go through your first set of 5 spiders entirely before you start killing your second set. You don't want to go through 9 of the spiders really fast, only to find yourself waiting for the last one to respawn. Also keep in mind that the orbits will send the ball through 2 of the spiders, so it's best to have them both lit before aiming at them.

    Another thing to remember is the pin between the flippers. As counter-intuitive as it may feel, using it to let the ball settle is often a better decision than to try and save the ball with the flippers.

    Lastly, a riccochet off the wall after a very late flipper shot sometimes sends the ball on a path skimming multiple spiders at once. It's a lucky shot, but it's a very welcome one if it does happen.

    If all goes well, the trophy will pop up upon hitting the 10th spider. So you don't actually have to exit the cellar and complete the mission. If you've failed the mission, or didn't complete it in time, restart the game entirely, or you won't be able to play the Arachnid Attack mission again untill you've played though all the other missions.

    Check Midnight Madness for a video of how it's done.

  • Enrage the ent by completing Forest Loops and beat it during the hurry up mode!

    This trophy is probably the easiest one of the table. Start up the Freaky Forest hurry-up mode by performing 6 "forest loops". Both the left and right orbits count and progress is saved upon losing your ball.

    During this mode, the giant ent will bend over to block the entrance of the Citadel Ramp and a countdown from around 2.000.000 points will appear on the DMD. Hitting the ent 3 times wins the mode and earns you the trophy, as well as an Obsidian Stone. The timer resets after every hit. You can hit the ent with either of the flippers.

    Check Midnight Madness for a video of how it's done.

  • Complete the final mission: Midnight Madness!

    Contrary to what we're used to from Zen Studios, the wizard mode on Sorcerer's Lair is not overly difficult to reach. The biggest reason being that the 6 main missions don't actually have to be beaten in order to start Midnight Madness. Just playing them is enough. 3 of the missions are played on a different playfield, meaning there is no risk of losing your ball. The other 3 are timed, so if you don't feel like risking your ball, you can simply wait for the timer to run out. However, apart from the obvious points you get for completing the missions, you'll also receive Obsidian Stones. Collecting these will greatly increase the scores you achieve during Midnight Madness.

    The missions:
    In order to start any of story missions you'll have to free up the "Magical Cellar" sinkhole by hitting the 3 "Guardian Stones" in the center of the table. After all 3 targets are lit, the blue spinning platform in front of them will rise, opening up the sinkhole. Hitting the sinkhole will start the mission that is currently lit on the table. Hitting the bumpers will switch between the uncompleted missions listed on the table.

    • Behind the Walls
      This is a fun little puzzle game where you'll have to guide the ball to the exit by manipulating the rotation of the gears and by tilting the platforms using the flipper buttons.

      The first part consists of several gears. It's a very simple puzzle, but it can feel a bit awkward at first because you're using 2 flipper buttons. After the ball drops from the first gear, use the right flipper button to change the rotation of the mechanism. From that point on it's just alternating left and right till you reach the bottom. Try to change the rotation as the ball is dropping down and before it touches the next gear. If the ball gets stuck between gears, the mission is lost.

      The second part requires you to tilt the platforms in such a way they safely guide your ball towards the exit. The trick here is to not let the ball fall off the platforms too fast. Try and balance it on the first platform to get the feel for it. The left flipper button tilts the platforms to the left, the right flipper button tilts them towards the right. The mission is won upon reaching the exit.
    • Bones
      This one is played on the main table. You have 40 seconds to escape from the attacking skeletons. Hit the spinners or the bumpers to gain the speed you need for a successful escape. A 2-way, or sometimes 3-way combo between any of the 3 orbits should do the trick.
    • Gates of the Void
      Played on the main table. Upon starting this mission, teleporters will appear in front of the Left and Right Tower Ramps, the Ghost Ramp and the Mini Orbit. Hitting them with the normal ball will do nothing but send it towards any of the sinkholes. You'll need Whisper's help to destroy the gates and win the mission. So start by shooting the ball into Whisper's Hideout and get a very shiny ball in return. Simply use this ball to shoot through and destroy the teleporters. Complete all the shots before the 40 second timer runs out to win the mission.
    • Arachnid Attack
      Remember this one? Right... No timer this time, though. Hitting all 10 spiders opens up the exit. Shoot the ball up there to win the mission.
    • Crazy Ghosts
      Played on the main table. 6 ghosts will appear in front of the 3 ramps and orbits on the table. You'll have 40 seconds to win this mode and every time you hit one of the ghosts, time is added to the counter. Problem is, the ghosts come back after while... So you'll have to be pretty quick to kill all 6 fast enough.
    • Creepy Cellar
      This is played on the same mini table as Arachnid Attack. This time you'll have to destroy the obstacles in a particular order. Hit the lit ramps untill the exit opens up. Shoot the ball up there to win the mission.

    MIDNIGHT MADNESS
    After playing your sixth mission, the Magical Cellar sinkhole will open up automatically. Shoot your ball in there to begin the final chapter of this epic.

    You'll see Whisper going back to her master on the ghost ramp, then the upper playfield and the upper playfield ramp. Can you save her? You have 25 seconds to hit the ball through Whisper, but again, this shot is not required to complete Midnight Madness and to earn the trophy. So don't worry if you miss. If you do make the shot, you'll be awarded with another Obsidian Stone.

    After saving Whisper, or not, Midnight Madness begins. This "everything is lit" 4-ball multiball mode lasts for about 40 seconds and has an unlimited ballsave attached to it. So just have fun with it, killing creatures and hitting targets, and enjoy seeing your scores skyrocket, because the trophy is already yours.

    When the timer runs out, the flippers will jam and the balls will drain, and this well deserved "complete the table" silver trophy will be yours to brag with. The score you've just earned during Midnight Madness will now be multiplied depending on the amount of Obsidian Stones you've earned throughout your game. 0 Obsidian Stones equals a x1 multiplier, and every stone you managed to collect adds 0.5 to the multiplier. So one Obsidian Stone means your Midnight Madness score will be multiplied by x1.5, two stones by x2, 3 stones by x2.5, and so on... (Thanks Hypno74 for figuring this one out!)

    Here's a video, courtesy of Hypno74 of how to obtain the trophies, complete the missions, and more!


    0:18 - Super Skillshot
    0:30 - Quick Handed
    0:57 - Stockpiler
    1:49 - Opening up the Magical Cellar
    2:13 - Arachnid Attack with Slingshot Master
    2:44 - Gates of the Void
    3:27 - Behind the Walls
    4:12 - Crazy Ghosts
    4:39 - Creepy Cellar
    5:22 - Bones
    6:15 - Midnight Madness
    7:57 - Extra balls and Multipliers

DLC: Epic Quest

4 trophies

  • Defeat three monsters and then hit the Princess locker wheel 3 times to start the Princess multiball and gain this Trophy.

  • Travel through three areas: the Haunted Mill, the Forest and the Dungeon to encounter no less than 12 monsters! Defeat them all and shoot the Loot hole to begin the fight against the giant Random Dragon. This trophy is for those who can defeat the mighty beast.

  • Loot as many items as you can to eventually find some Epic stuff with better stats. The whole set consists an epic weapon, shield, armor and helmet. You can keep those items after the game is over, so loosing a game does not mean that you have to start to collect the set from the beginnig!

  • Collect the four elemental scrolls in the Orcanium. You can gain scrolls there during Skillshots.

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Author

  • skippycue, DLC: steviej, Viarco & Vyrastas

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