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Trophy Guide

by skippycue

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                             Z E N  P I N B A L L


                            T R O P H Y  G U I D E

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                               .'':        :''.
                              :   |        |   :
                              '.  |        |  .'
                                '-:        :-'
                                   '._  _.'
                                      ||
                                     .''.
                                    '----'

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                +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+
                |        ZEN Pinball Trophy Guide            |
                +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+
                |  Author: Patrick Clas ([email protected])   |
                |  Version: 1.1                              |
                |  Last Revision: 9/01/09                    |
                |  Platform: Playstation 3 (PS3)             |
                o--------------------------------------------o

                    Playstation Network ID: skippycue

This guide is copyrighted (c) by Patrick Clas.

This guide is for private and personal use only. No part or whole of this
document shall be reproduced in any form whatsoever. This document is free and
may not be used for any commercial uses. This document may not be altered
without permission from the author.


O=============================================================================O
|                              Table of Contents                              |
O=============================================================================O

    I. Introduction
   II. Terminology
  III. Basic Strategy
   IV. V12 Table
    V. Tesla Table
   VI. El Dorado Table
  VII. Shaman Table
 VIII. Street Fighter II Tribute Table (DLC)
   IX. Contact Information
    X. Acknowledgements



O=============================================================================O
|                              I. Introduction                                |
O=============================================================================O

I�ve been asked by many people to create a guide for ZEN Pinball since I�m one
of the few with 100% trophies for the game.  I�m new to guide creation, but
I�ll give it my best shot.  I�m happy to add or change stuff based on feedback
so feel free to post any suggestions you may have.

Warning: All of the silvers take at least an hour of gameplay to achieve when
you finally get the trophies� This game is not for the weak of heart or mind!
Patience is the biggest requirement for this game, closely followed by skill!
You�ve been warned� proceed at your own discretion.



O=============================================================================O
|                             II. Terminology                                 |
O=============================================================================O

Ramps � These are just what you�d think.  They are usually elevated and well
        marked with walls that outline their entry points.

Orbits � These are similar to ramps except they are found on the very outside
         of the table and generally circle the entire top half (hence the name
         �orbit).  Orbits can be hit from the left or right.  When I refer to
         the �left� orbit, that would mean entering the orbit on the left side
         which is usually done using the right flipper.

Sink hole � This is just a term for a hole on the table that the ball can drop
            into.

Caught � This is the term I will use to refer to when the ball is in a stopped
         position on one of the flippers.

Lanes � These are the vertical shoots that lead down to the flippers safely.

Outlanes � These are the vertical shoots that don�t lead to the flippers and
           instead end up in the loss of a ball.

Nudge � This refers to shaking the table in some direction using the left
        analog stick.

Kickback � This is a something that can be enabled that will kick the ball back
           onto the table if it goes down the corresponding outlane.  This
           stays enabled until it is used or you lose the ball.

Ball Save � This is something that can be enabled temporarily which will
            re-launch the ball if it goes down the outlanes or the center of
            the table.  Unlike the kickback, this only stays enabled for a
            short amount of time (maybe 30-60 seconds, never really timed it)
            and then you have to re-enable it.



O=============================================================================O
|                           III. Basic Strategy                               |
O=============================================================================O

There are some basic skills you should master to be able to achieve trophies in
this game and I�ll try to sum them up in the following list:

* Learn the ramp dynamics

  Each table has ramps and orbits that behave in a generally consistent
  manner. It is important to know how to hit the ramps from a caught position
  consistently and where the ramps take the ball.  It�s also important to know
  after hitting a ramp if the ball will come to rest on a flipper or will be
  going too fast and fall over the edge of the flipper (nudging is a great
  technique to get the ball to rest on the opposite flipper if it�s going too
  fast to rest on the nearest one).  I can�t stress enough how important ramp
  dynamics is to success on the table!

* Understand how the table works

  I found that when I first started playing a table I had to get familiar with
  the targets, holes, missions, etc� Tables like El Dorado and V12 can get
  quite confusing before you get familiar with them.  It sometimes helps to
  hold down the square button and tilt the controller to take a tour of the
  table from above.  Also, be sure to pause the game and look at the Rule Book
  for that table to get a better understanding.  Don�t be afraid to restart
  when you are learning because you essentially have unlimited balls to get
  familiar with how the table works.

* Lane and Outlane lights

  It�s important with several of the tables to learn how to light up all the
  letters in the lanes.  This often enables kickbacks or ball save so knowing
  how to do this can be crucial to extending your play.  The key to doing this
  effectively is knowing how the lights move based on the flipper buttons.
  Simply put, the right flipper shifts the lights to the right and the left
  flipper shifts them to the left.  When you are preparing to hit a ramp that
  will lead to a lane, make sure you shift the lights with the empty flipper so
  you don�t accidentally hit the ball when it�s caught on a flipper.  The basic
  way to think about this is you are lighting the same letter over and over and
  then shifting the light to another letter until they are all lit.  If you
  learn how the shifting works, you can easily prepare the lights in a useful
  manner prior to hitting the ball up a ramp from a caught position.

* Learn how to nudge and when it�s useful

  One of the biggest things for me was learning how to nudge the table and when
  it was appropriate to do so.  The most useful time to nudge the ball is to
  get it from one flipper to another.  Simply let the ball start to roll down
  the flipper and then nudge in the direction of the other flipper.  You have
  to make sure you nudge hard enough to clear the other flipper so you can
  catch it without accidentally hitting it.  This is also easily done when the
  ball doesn�t start from a caught position, but you have to pay more attention
  to the timing.  This is how you can get the ball into a caught position if
  it�s going too fast to catch on the nearest flipper.  The other useful times
  to nudge the ball are more of a playing style.  If the ball is heading too
  close to the outlane, it sometimes helps to nudge the ball away from the
  outlane, or possibly toward the outlane in an effort to bounce off the wall
  instead.  There�s no real easy way to explain this, you just have to get used
  to it.  I myself have not had great experiences nudging the ball when it�s
  heading for the center hole so I suggest you nudge, flip, and pray in that
  case!  When you make nudging a part of your game you must be sure to enable
  the display and pay attention to the word �DANGER� that appears.  You can
  only nudge 5 times in a short time before you TILT the table.  If you nudge
  the table and the word �DANGER� is suddenly much larger than it normally is,
  that means that one more nudge will lead to tilting the table.  I find that
  if you hit ramps in between nudging then you never run into this problem.  It
  seems to increase the tolerance a bit, but you should always pay attention to
  the display when you nudge.  There is nothing worse than having a great game
  going and you tilt the table because you weren�t paying attention!

* Always try to enable kickbacks and ball saves first

  It�s easy to get focused on trying to get trophies and neglect the basics.  I
  promise you if you enable kickbacks and ball saves whenever you can you will
  not regret it!  They are invaluable and will extend the game indefinitely if
  you can enable them consistently.  I will explain how to enable them for each
  table.

* Don�t worry about the score

  Don�t focus on multipliers or ramp grinding unless it�s required for a
  trophy.  Getting the silver trophies especially takes patience and skill and
  you will be at the top of the leaderboards if you manage to get the silvers
  anyway.  Basically, keep your eye on the prize.  Don�t let side missions
  tempt you and then you end up losing your ball and your patience.  And once
  you lose your patience I promise you, you will not be getting a silver trophy
  until you take a bit of a break, which leads me to the next bullet.

* Take breaks often

  There is nothing more counter-productive to play then playing when you are
  frustrated (and this game WILL frustrate you!).  I know it�s hard to stop
  when you are so close and fail and you just want to try again, but trust me�
  you NEED to take a break.  I got 3 out of the 4 silver trophies after taking
  several breaks, even an entire day sometimes!

* Death save

  I personally don�t find this technique easy to pull off consistently and
  therefore not really so valuable, but some people do so I thought I�d mention
  it.  If the ball goes down an outlane and you don�t have a kickback enabled
  you can still save the ball if you time a nudge perfectly.  The technique
  involves lifting the nearest flipper to the outlane and then nudging the ball
  up and at an angle toward the opposing flipper just before it�s about to go
  down the middle.  Here is a video demonstrating the technique.  Youtube link

* Don�t change the settings and don�t save

  Changing any of the default settings for the game disables trophies (I�m not
  sure if this applies to all settings like controller layout, but definitely
  changing anything in the operator�s menu does), so don�t do this!  Also, if
  you save the game you have voided your chance to get a trophy in that game,
  you�ll have to start a new one.  For obvious reasons you could just reload
  your game and have infinite balls essentially.



O=============================================================================O
|                               IV. V12 Table                                 |
O=============================================================================O

* Kickbacks and Ball Save

The first thing you should do on this table is learn to enable the kickbacks
and ball save consistently!  There are 3 drop targets on the right and there is
a light that rotates from one to another.  I found that you can only hit the
top and maybe middle target directly from the left flipper so I�d wait for the
light to be in front of one of those.  Once the light is in front of the
target, let the ball roll to the end of the flipper and shoot it at the lit up
drop target.  If you do this successfully you will activate the right kickback.
If you do it again you will activate the left kickback.  If you do it a third
time you will activate the ball save.  The trick here is often when you hit
those targets it will send the ball straight toward the left outlane.  You need
to be prepared to use the far left flipper to try to prevent it from draining.
This is really just timing and after a while you will get the hang of it.

 .------------------------.
(  Nitro Booster (Bronze)  )
 '------------------------'
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.

 .------------------------.
(  Turbo Charger (Bronze)  )
 '------------------------'
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.

 .-------------------.
(  Manifold (Bronze)  )
 '-------------------'
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.

 .------------------------.
(  Monkey-wrench (Silver)  )
 '------------------------'
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.



O=============================================================================O
|                              V. Tesla Table                                 |
O=============================================================================O

* Kickbacks, Ball Save, and Magna Save!

This table only has one kickback on the right outlane which can be enabled by
spelling out FUSE using the lanes.  The ball save is enabled by hitting the
dynamo spinner 25 times or more.  This is exactly how you get the �Dynamo�
trophy explained below.  The magna save is unique to this table and will become
VERY useful once you learn how to take advantage of it.  This is enabled by
hitting the tesla coil ramp three times.  The tesla coil is the hardest ramp to
hit on this table!  You have to hit it using the top left flipper.
Fortunately, when you hit the left spinner the ball is deposited slowly right
past the top left flipper.  This is almost always how you will hit the tesla
coil ramp (the alternative of hitting the orbit using the left flipper causes
the ball to generally go too fast to really aim a shot with the top let flipper
so I wouldn�t recommend it).  You might as well get good at timing this shot
because you will need it for the magna save and 2 of the experiments!  Magna
save is essential for this table since there is no left kickback.  Unlike the
ball save, the magna save does not disappear until it has been used or you lose
your ball.  If the ball goes down the left outlane, lift the left flipper and
hold the X button as the ball is getting near the flipper.  You�ll see the ball
get sucked back up through the flippers back onto the table like it�s being
attracted by a magnet!  This really is a life saver and without a left
kickback, you really should always try to have this enabled.  It might also be
useful when you�re going down the middle and you don�t have a ball save, but
I�ve never used it in that regard.

 .-----------------.
(  Dynamo (Bronze)  )
 '-----------------'
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.

 .---------------------------.
(  Bunch of Dollars (Bronze)  )
 '---------------------------'
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.

 .---------------------.
(  Tesla Coil (Bronze)  )
 '---------------------'
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.

 .----------------------.
(  Master Mind (Silver)  )
 '----------------------'
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.

Tip: When you start an experiment the ball always travels down the left lane
too fast to catch on the left flipper so I ALWAYS start out by immediately
nudging the ball to the right flipper so I can start out in a controlled,
caught position.  If for some reason you want to start out on the left flipper
then just nudge the ball back.

Now that you know how to start and change the experiments, let�s go through
each experiment one by one:

* Induction (1 minute)

  This is the easiest of all the experiments.  You have to keep hitting the
  left spinner ramp until you get to 10k watts of power.  When you reach 4k,
  6k, and 8k, the timer goes up to 36 seconds.  If you let the timer expire,
  you lose 2k of power and get more time so you don�t fail the experiment.
  After you it the spinner, the ball goes into a sink hole and then pops out
  the cannon.  If you�re lucky it will come to rest on your right flipper every
  time.  If you�re less lucky it will hit the right bumper instead and become
  more difficult to catch.  Whatever it does the first time it will continue to
  do so you know what�s coming.  If it hits the bumper usually you can hold the
  right flipper up and it will bounce off the left flipper onto the right one.
  Be careful though because sometimes it doesn�t bounce and you need to instead
  nudge it over or catch it on the left one first.

* Transmission (1 minute)

  You have one minute to complete this experiment.  This is the first
  experiment involving the tesla coil.  You�ll notice that when the experiment
  starts there are 2 little blue lights lit up in front of each of the Y-ramps
  (ramps that alternate the path they send the ball).  You have to hit each of
  these ramps one time and the light will go out.  If you hit the ramp a second
  time it will turn the light back on and you�ll have to hit it a third time.
  After you hit one of the ramps, the ball will come down too fast to catch so
  you�ll have to nudge it to the other flipper.  Depending on what flipper you
  catch it on, you may have to nudge it back to go for the other Y-ramp.  Just
  remember if you nudge too much you can tilt the table so be careful and pay
  attention to the size of the word �DANGER�.  After you hit both of these
  ramps you�ll see the blue lightning bolt come on, this is the indicator for
  the tesla coil shot.  You�ll have to make the tesla coil shot to end the
  experiment.

* Chain Reaction (unlimited time)

  I would say this is the most enjoyable experiment because you end up with 4
  balls on the table at one time.  When the experiment starts, the table view
  zooms out to view 6 just like typical multiball.  Your goal is to hit 3 balls
  out of the air and onto the table.  The balls will drift across the table
  from right to left getting progressively faster.  I usually tried hitting the
  ball straight up with the right flipper to get the first few balls and then
  just did what I could to get the fourth.  It gets tough to catch all the
  balls and then control the direction you hit them with multiple balls on one
  flipper.  As long as you have 2 balls in play another ball will come out.  In
  fact, even if you only have one ball in play sometimes another ball comes out
  (I think it depends on how long ago the second ball was lost).  Once you have
  4 balls in play the center magnet will turn on and start attracting the balls
  to the center of the table.  This magnet is not as strong as the magna save
  magnet so you�ll have to be weary of how it affects the balls as they are
  heading down toward the flippers.  The goal is to get all 4 balls stuck
  together at the center of the table.  Hitting them lightly with the butt of
  the flipper should get them high enough to head straight toward the magnetic
  center.  If you lose any of the balls the rest will drop back out of the
  center and you�ll have to knock another one out of the air.  Sometimes I was
  nudging the table and it seemed to pull the ball floating across the screen
  down, but I never tried to do this intentionally.  When you get all 4 balls
  together in a clump at the center of the table, they will shoot apart and
  you�ll lose flipper control.  All 4 balls will drain and there�s nothing you
  can about it, but then you will get new ball to continue playing.

* Lightning (1 minute)

  This is the hardest experiment and will probably put you close to the edge.
  Just remember when you get angry, you need a functioning controller to play
  this game!  Yes, this experiment could lead you to throwing a controller or
  2!  With that said, you have to make 3 tesla coil shots in under a minute.
  Of course, it�s actually not even as easy as that.  When you shoot the tesla
  coil during this experiment, the ball will drop right above the top left
  flipper so you can make another coil shot within 10 seconds of the first one.
  After you make that shot it will drop back down in front of the top left
  flipper so you can make a third coil shot within 10 seconds of the last one.
  If you are able to pull that off, the experiment will be successful and the
  ball will drop down the lane as it normally does.  The only good news is that
  when you make a coil shot, it pauses the main clock for those 10 seconds so
  if you can make at least one coil shot it will essentially extend your time.
  It�s important to understand that you have to make three coil shots in a row
  without letting the ball come down the table.  If you let the ball come down
  the table you will not be able to make another coil shot within the 10
  seconds required.  I will admit that one time when I completed this
  experiment I made 2 coil shots in a row and then missed the third, but I then
  entered the right orbit and was able to time the top left flipper hit to make
  a third coil shot very quickly.  I was never able to repeat this, so
  basically you�re looking at three shots in a row.  Good luck, this is a tough
  one!

* Telautomation (1 minute)

  This is the second hardest experiment and was actually my nemesis for several
  games.  During this experiment you have to hit each y-ramp twice (once in
  each direction).  The problem is the divider on the ramp that determines the
  direction the ball goes is malfunctioning and twitches for a while in the
  center before going to one side or another.  If you hit the y-ramp while the
  divider is twitching you will get electrocuted and the ball will come
  straight back down (frequently right down the center!).  The hardest part
  about this experiment is getting the timing right to hit each ramp twice in
  opposite directions.  The twitching dividers don�t follow a consistent
  pattern so it�s very tough.  Sometimes they settle to one side for several
  seconds, but sometimes they only do for 1 second and then you end up getting
  electrocuted and possibly draining down the center.  You have to be fast and
  patient at the same time with this experiment so it can be very tough.  On
  the other hand, you could just get fortunate timing and it may seem like an
  easy experiment.  Either way, I don�t really have any good tips for this
  except to make sure you enable ball save before starting it (of course the
  ball save won�t last for the length of the experiment, but it�s nice to have
  for a while).

* Teleforce

  If you got here then you�ve done it!  Congratulations!  To start this
  experiment you have to get the ball in the secret lab hole at the top center
  of the table.  The hole is right above a green sign that says �LAB�.  Once
  you get the ball in here all you have to do is hit the left and right orbits
  a few times to complete the experiment and you�ll be rewarded with 20 million
  points!



O=============================================================================O
|                            VI. El Dorado Table                              |
O=============================================================================O

* Kickbacks and Ball Save

This table is more open and a little more confusing at first then the others.
As with the other tables it�s important to enable kickbacks and ball save
before attempting any trophies for this table.  The kickbacks are enabled by
entering the cave on the left of the table just below the tomb when the cave
light is on.  I believe the cave lights up after you�ve hit several bumpers on
the table.  First the left kickback is enabled and then the right one.  I was
never able to consistently light up the kickbacks intentionally so I mainly
focused on the ball save.  To enable ball save you have to spell the word
�JADE� in the lanes.  There are several ramps which make this reasonable to do.
You can shoot the left spinner ramp, the right ramp leading to the pyramid, or
the airplane ramp (the ramp you hit with the left flipper that leads to statue
that looks like a snake with a tongue sticking out of it).  I don�t recall
which ramps allow the ball to be caught, but get a feel for when you need to
nudge the ball to the other flipper.  Some of these ramp shots can be tough so
try to figure out which ones you can hit more consistently and stick with
those.  Often with the airplane ramp, if you miss the ball heads straight for
the drain down the center.

 .-----------------------.
(  Archeologist (Bronze)  )
 '-----------------------'
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.

 .--------------------.
(  Lucky Day (Bronze)  )
 '--------------------'
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.

 .--------------------------.
(  Treasure Hunter (Bronze)  )
 '--------------------------'
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.

        o 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.

        o 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.

* 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.

 .-----------------------------.
(  Skilled Adventurer (Silver)  )
 '-----------------------------'
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.



O=============================================================================O
|                              VII. Shaman Table                              |
O=============================================================================O

* Kickbacks and Ball Save

The kickbacks are easily enabled on this table by spelling �MAGIC� in the
lanes, once for each.  The ball save on this table is pretty useless
unfortunately.  Ball save is enabled by spelling �CAST� at the top of the
table, but this is only before you trap a ball up there.  It is after you trap
a ball up there that you really need ball save enabled so I honestly never
bothered with it.  That�s one of the reasons this table was so hard to
complete...

 .---------------.
(  Rave (Bronze)  )
 '---------------'
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.

 .-----------------------.
(  Doom Bringer (Bronze)  )
 '-----------------------'
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.

 .-----------------------------------.
(  Spirit of the Wilderness (Bronze)  )
 '-----------------------------------'
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.

 .---------------------.
(  Domination (Silver)  )
 '---------------------'
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.  You can use the flippers
  to shift the lights around to make lighting them all and spelling "VOLCANO"
  easier.  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.



O=============================================================================O
|                VIII. Street Fighter II Tribute Table (DLC)                  |
O=============================================================================O

* Kickbacks and Ball Save

The kickbacks are easily enabled on this table by hitting the target 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 activate a kickback.  The first time you hit
it the right kickback is activated and the second time you hit it the left
kickback is activated.  You activate the ball save on this table two different
ways.  The first way is by spelling the word "YOGA" in the lanes.  This
activates the ball save for a short period of time just like the other tables.
The second way to activate the ball save is by starting a fight.  In the second
case, the ball save is activated and remains active for longer then the typical
ball save.  It also does not disappear once it is used so you have a bit of a
buffer.  I think the intent here is to allow you to fight without worrying
about draining the ball.  Isn't that nice of them?  :)

 .-----------------------.
(  Thunder kick (Silver)  )
 '-----------------------'
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!

 .----------------------.
(  Hammer Hand (Bronze)  )
 '----------------------'
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.

 .------------------.
(  Warrior (Bronze)  )
 '------------------'
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

  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

  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

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

  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

  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

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

* Guile

  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

  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!

 .---------------------------------.
(  World Warrior Champion (Silver)  )
 '---------------------------------'
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!



O=============================================================================O
|                          IX. Contact Information                            |
O=============================================================================O

If you wish to contact me you can do so via the following methods:

- Email: [email protected]
- GameFAQS Message Boards: skippycue
- PSN ID: skippycue

If you have anything to add to the FAQ please send it to me, of course proper
credit will be given for all submissions. If you do have something to contri-
bute please provide me with either your GameFAQs, PSN ID, or your real name
that I can credit you by. Please, if you notice that I have made an error, let
me know about it.



O=============================================================================O
|                             X. Acknowledgements                             |
O=============================================================================O

* Thanks to Chronic77 and sb59 for helping me along the way to 100%!

* Thanks to ZEN Studios for creating such a great game!

* GameFAQs for providing a place to put this guide.



Copyright 2009