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Trophy Guide: Centaur / Pin*Bot


ptkush

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http://i.imgur.com/8V0QQjz.png

 

Overview:

  • Estimated trophy difficulty: 7/10
  • Offline trophies: 6 (2(B), 4(S))
  • Online trophies: None
  • Approximate amount of time to 100%: 3-10 hours (highly skill dependent)
  • Minimum number of playthroughs: 2+ on each table
  • Number of missable trophies: None
  • Glitched trophies: None, but there is a slightly glitched but easily fixable wizard goal on Pin*Bot
  • Do trophies stack? No
  • Do cheat codes disable trophies? Any changes made in the Pro or Operator's Menus will disable trophies

 

Introduction: This is one of the easiest DLC packs released to date for Pinball Arcade. That is why I only give it a 7/10 difficulty. Many of the other DLC packs earned their ratings of 9/10, perhaps even 9.5/10 for a few of them. If you got the game for free from PS Plus and sprung to buy the DLC Season Passes quickly like I did, this DLC pack #14 would be a great place to start your journey in the world of Pinball Arcade.

 

 

Trophy Guide:

 

http://www.ps3trophies.org/images/trophies/1496/084.jpg Pin*Bot High 5 (B)

Achieve a top 5 local high score on Pin*Bot

 

You will need to top 345,830 to enter your initials onto the local high scores for the first time and unlock this trophy. Concentrate on the standard goals and you will probably pop this in your first couple of games. But if you're struggling, here are a couple of tips:

 

1. Get a 100k skill shot on your first launch of the game. You're already almost a third of the way towards 345,830.

 

2. Aim for the solar ramp (the blue ramp on the left side of the table -- and the only ramp on the table). This will increase your end of ball multiplier and add to your solar value. To collect the solar value, try to start multiball. See the 1,000,000 point solar value wizard goal and the activate multiball standard goal for further advice.

 

http://www.ps3trophies.org/images/trophies/1496/085.jpg Pin*Bot Master (S)

Complete the Standard Goals on Pin*Bot

 

  • Score 100K on the Skill Shot: This is very easy compared to most of the other skill shots on Pinball Arcade tables. Don't spend effort on this one, it'll happen without trying pretty quickly.
     
     
  • Activate Multi-ball: This one is also easy. Open the robot's visor (the bank of 5 spot targets at the top of the table) and lock a ball in each eye socket to start multiball. The robot's visor is opened by completing the grid of 25 lights below it, called the chest panel. At the start of each game, the lights scroll in columns and rows. Hit the spot target corresponding to the currently lit column or row and it will light the whole chest panel and immediately open the robot's visor. If that attempt fails, just keep hitting the 10 spot targets (5 in the center and 5 more just to their right) and you will light the whole chest panel in no time.
     
     
  • Score the Energy Value: There is a bank of 3 drop targets on the left side of the table just below the solar ramp, each with a light in front of it. The light will cycle between targets until 1 target is hit. While the light is cycling, hitting the lit target will raise the solar ramp to expose a spot target below. Hit this spot target to score the energy value and complete this goal.
     
     
  • Earn an Extra Ball: There are 6 ways to earn an extra ball, but 2 of them are specials and for some reason, despite specials awarding an extra ball, they do not complete this goal. An extra ball can be earned automatically upon reaching a score of 1,400,000, but I don't know if doing so completes this goal.
     
    The 3 confirmed ways of popping this goal involve collecting the extra ball at the lit inlane/outlane. You can light these 3 ways:
     
    1. Lower the robot's visor twice
     
    2. Hit the lit sinkhole (to the right of the solar ramp) 4 times -- this is lit from the right inlane rollover
     
    3. Score poorly on your first two balls (if so, it will light extra ball automatically at the start of the third ball)
     
     
  • Advance to Jupiter: There are 2 ways to advance planets:
     
    1. Complete the bank of 3 drop targets below the solar ramp. Hitting the first target activates a 15 second timer. The bank must be completed in that time or they will reset.
     
    2. If you pass over the left inlane rollover, it will light "advance planet" at the low right spot target. Look for the large green light that is lit just above the right slingshot.
     
    Here is the best method I know for advancing planets: If you hit the lit drop target first, it will raise the solar ramp for the energy value. With your next shot, aim for another drop target. The ball will hit the drop target area (even if you miss and hit behind a lowered drop target), then go up and collect the energy value, then very consistently drop to the left flipper for a safe dead pass for an easy trap on the right flipper. A dead pass is when you leave both flippers down and let the ball bounce from one lowered flipper to the other. Repeat this process for as long as you can and collect multiple planets in a short amount of time using this method. The solar ramp will remain raised so long as you only hit that shot, so in theory you could collect all 10 planets from 30 consecutive shots while never lowering the raised solar ramp.
     
    The left inlane rollover is hard to hit consistently, so I'd advise advancing planets mainly from the bank of drop targets. But when you do get a lucky left inlane rollover, be sure to collect on that luck by hitting the lit spot target.

 

http://www.ps3trophies.org/images/trophies/1496/086.jpg Pin*Bot Wizard (S)

Complete the Wizard Goals on Pin*Bot

 

  • Open the Robot's Visor with 1 Shot: At the start of each game, the chest panel will be flashing columns and rows until 1 spot target is hit. Hit the spot target corresponding to the currently lit column or row to open the visor with 1 shot and complete this goal. As a bonus, after every multiball in that game, you will be given the opportunity to do this again. This comes in handy when going for the 495,000 point bonus goal because each time you do this, it adds 25,000 to your unmultiplied bonus.
     
     
  • Score at least 2,500,000 points: You will most likely get this while going for any of the next 3 goals. If all else fails, you can build your Solar Value (discussed further in the next goal) up to 5 million throughout multiple games and then collect it.
     
     
  • Score a 1,000,000 point Solar Value: Just to clarify, this should be worded "Score a 1,000,000+ point Solar Value." This carries over from game to game. But beware that quitting to the table select menu or even just restarting a game will reset this value. Until you complete this goal, do not quit or restart games. The value starts at 100k and goes up 50k each time you hit the solar ramp while not in multiball. You are notified of the value each time. To collect the value and complete this goal, you must activate multiball, lock one ball back in an eye socket, then hit the solar ramp with the other ball. If you're still building your solar value and it's currently under 1 million, try to avoid collecting the value during a multiball.
     
    *Glitch Warning:* This goal has been reported to be somewhat glitched if you collect a value just over 1 million. To be safe, try to collect a value of at least 1.5 million instead of just 1 million.
     
     
  • Score a 495,000 point Bonus: This is the hardest goal on the table and in this DLC for that matter. You will need the maximum 99k x 5 bonus. Getting the 5x multiplier is no problem. Simply hit the solar ramp 4 times to do so. The 99k unmultiplied bonus is much harder. The best way I know how to do this is to clear the chest panel with one shot at the beginning of a game, which will allows you to retry that feat after each multiball. Each time you pull off that shot, it adds 25,000 to your unmultiplied bonus. Another good tip is to lock a ball in an eye socket during multiball and then intentionally avoid the solar ramp. Doing so will keep the ball locked for about 20-30 seconds which gives you a cushion to aim for whatever you choose while not worrying about losing a ball because you've got another ball temporarily locked. If you do lose a ball while the other is temporarily locked, the lock will release the ball which will continue as your current ball in play.
     
    The table guide mentions that any planets reached in the game will add 20,000 points to your end of ball bonus. It isn't multiplied by your multiplier, it's just added after the bonus has already been calculated and awarded. These planet bonuses don't count towards this goal. You will need the max 99k x 5 bonus.
     
     
  • Earn the Sun Special: See the reach Jupiter standard goal for advice on advancing planets. Just one extra note: Unlike the Jupiter special which is awarded automatically, the sun special is lit at the low right spot target. If your 10th advancement is from the drop targets, it will light the special. You will need to hit that spot target to collect the special and complete the goal. I'm not sure if you need to hit that spot target an additional time if your 10th advancement came from the left inlane/lit spot target combo.

Edited by Terminator
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http://www.ps3trophies.org/images/trophies/1496/087.jpg Centaur High 5 (B)

Achieve a top 5 local high score on Centaur

 

You will need to top 396,210 to enter your initials onto the local high scores for the first time and unlock this trophy. Concentrate on the standard goals and you will probably pop this in your first couple of games. But if you're struggling, here are a couple of tips:

 

1. Aim for the captive ball. The drop targets in the chamber behind the captive ball are worth good points. See the hit all drop targets in the chamber standard goal for further advice.

 

2. Spell ORBS in the correct order. This will automatically launch a second ball into play for multiball. Go wild with the multiball and you should have no problem reaching a score of 396,210. See the complete ORBS in order standard goal for further advice.

 

http://www.ps3trophies.org/images/trophies/1496/088.jpg Centaur Master (S)

Complete the Standard Goals on Centaur

 

  • Complete the Guardian Rollovers: You will probably get this without trying, but you simply need to light the rollovers at the 2 inlanes and 2 outlanes. Engage the flippers to change which lanes are lit. You cannot transfer lit lanes to the opposite side of the table, only between a side by side inlane and outlane. These will reset at the start of each new ball, so this goal must be done on one ball. As a bonus, completing this goal will send a free ball into play to start a 2-ball multiball.
     
     
  • Complete O-R-B-S in order: Just spell ORBS in the correct order to get this goal. If you complete the O and R or the B and S at the same time, it still counts as getting those two letters in order. As a bonus, completing this goal will send a free ball into play to start a 2-ball multiball.
     
     
  • Complete 1-2-3-4 in order: Try not to worry about this one too much, as it is not the easiest bank of targets to hit precisely (particularly the 4), but it will likely happen on accident, especially during multiballs. You will know doing them in the correct order is still available if there is a lit green arrow pointing at the lowest remaining target. If there are no green arrows, you've done them out of order. But don't worry, you'll get it eventually.
     
     
  • Hit all Drop Targets in the Chamber: The Chamber is the area behind the captive ball in the top left part of the table. The targets therein reset with each new ball, so you'll need to complete this goal on one ball. Hit the captive ball with enough force to reach a drop target and repeat 3 more times on that ball. The captive ball can be consistently hit by trapping on the right flipper and hitting from nearly the tip of the flipper.
     
     
  • Score a 200,000+ point Bonus: There is a rather unique attribute to the bonus calculation on this table. When your unmultiplied bonus reaches 20k, 40k, and 60k, these are what I'm calling milestones, and every remaining ball will start at the highest reached milestone. These will light in the center of the table, so it's very easy to know which milestones you've reached. The unmultiplied bonus maxes out at 79k, but 60k is the highest milestone that will carry over to the remaining balls. As usual, complete the set of rollovers at the top of the table to increase your multiplier up to 5x, which resets with each new ball. It is worth noting that the lane change feature for these rollovers is backwards compared to most tables -- engaging the right flipper will send the lights leftward. You will need to end a ball with a bonus and multiplier of at least 67k x 3, 50k x 4, or 40k x 5.

 

http://www.ps3trophies.org/images/trophies/1496/089.jpg Centaur Wizard (S)

Complete the Wizard Goals on Centaur

 

  • Score 100,000 points from the Chamber: As mentioned above, the chamber is the area behind the captive ball in the top left part of the table. You will need to hit the captive ball with enough force for it to hit a drop target and repeat 4 more times to hit the left release spot target at the rear of the chamber. But this will only count as a 50,000 point shot by default. You can double that and earn your 100,000 point shot by first sending the ball through the mini loop just below the captive ball. To ensure you know you've sent the ball through the mini loop, doing so will light the chamber with a string of flashing lights. The captive ball can be consistently hit by trapping on the right flipper and hitting from nearly the tip of the flipper.
     
     
  • Activate 5-Ball Multi-ball: There are multiple ways this can be done. Firstly, spell ORBS four times. Each time you spell ORBS, it will lock a ball and a number 1-4 will light just above the flippers. Make sure all 4 are lit before activating multiball. To activate, hit the left release spot target in the back of the chamber. That spot target sends your locked balls into play.
     
    You could activate from the right release spot target instead, but you must hit the 1-2-3-4 targets in the correct order to enable the release target light first (a big yellow light at the base of the right ramp). Using this method will also unlock the goal for collecting a bonus during a ball.
     
    A failsafe if you're having trouble activating multiball is available on your third ball. The right release spot target will slowly flash between lit and unlit for the duration of your third ball (or until it is hit while lit). Hitting it while lit will activate multiball. This provides a shortcut and allows you to not worry about hitting the 1-2-3-4 targets in the correct order.
     
    The final possibility to get a 5-ball multiball is to spell ORBS in the correct order 4 times while not losing a ball. I assume that the ball you get from completing the guardian rollovers would count towards this as well, so you could combine that with only spelling ORBS in the correct order 3 times. Each time will send an additional ball into play, which in theory would allow 5 balls on the table. This method is only for the true masters and the very lucky, though.
     
    It's worth noting that activating a 5-ball multiball doesn't pop the goal immediately. The balls are released over the course of about 8-10 seconds and you must keep them all in play until the final one is released onto the table. Having 5 balls on the table at once is what actually pops the goal.
     
     
  • Earn a Special: This is actually pretty easy. There are 2 specials available on the table. Either spell ORBS 6 times throughout the game without activating multiball or hit the captive ball with enough force to hit the left release spot target a second time (6 total hits on the captive ball -- 4 times for the drop targets, and twice on the left release spot target). You have the whole game to spell ORBS 6 times without activating multiball, but the captive ball method must be done on one ball. I'd say the ORBS method is slightly easier, but do whichever you like better.
     
     
  • Collect the Bonus during a ball: Hit the 1-2-3-4 targets in order to light Collect Bonus at the right release spot target. Hit this spot target to collect (this will also send any locked balls into play to start multiball). This may very well happen on accident while playing multiball.
     
     
  • Score a 395,000 point Bonus: Read the 200,000 point Bonus standard goal prior to reading this. This is the maximum possible bonus of 79k x 5. Remember that once you hit the 20k, 40k, and 60k unmultiplied bonus milestones, they carry over to the next ball. A good method to get this goal is to start a ball with at least a 40k bonus and then activate 5-ball multiball and try to look up every once in a while to change rollover lanes at the top of the table to ensure that your multiplier is increasing. You can pretty easily string together multiple multiballs, so this really shouldn't be as difficult as the max bonus goals on a lot of other tables.

Edited by ptkush
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I'd probably rate the difficulty more like a five or a six. Otherwise, this seems pretty much spot on.

 

Thanks Mega. In general I agree, especially about Centaur. I would have only rated Centaur by itself as a 4 or 5. But the max bonus goal on Pin*Bot beat me up for about 2 hours. I finished so many balls with 80k+ x5. I figured that deserved a 7/10.

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