Glorious Sunshine Trophy in Marvel Pinball

  • Glorious Sunshine

     

    Complete all stages of the Final Mission and defeat Dracula on Blade.

    How to unlock Glorious Sunshine

    [Difficulty: Hard] Overview | Discussion

    To even begin fighting Dracula, you have to first spell DRACULA on the dotmatrix. The letters can only be acquired during at Night, except for D, which can be acquired in both the Day and Night.

    Thanks to steviej and StOrMtRoOpErMx19 for helping with details on each letter.  Thanks to StOrMtRoOpErMx19 for the video walkthroughs of each letter.

    SPELL DRACULA

    • D – Activate Visions
      To do this, keep hitting the bumpers in front of Deacon Frost until it spells VISIONS on the dotmatrix. When successful the ball will freeze by one of the bumpers, your controller will vibrate for a long time and Dracula will laugh on the dotmatrix. You will most likely get this one without really trying.

    • R – Clear a Lair
      For this one you have to clean out a lair. At night, hit the Lair Hole light up the Witch Compass. Then hit any ramp or orbit, followed by another hit to the Lair Hole. Whatever ramp/orbit you hit before is now the lair. You need to hit that within 25 seconds to start the mission to clean out the lair.

      During this mission you have to kill five vampires, each represented by a lit ramp or orbit. They will rotate counter-clockwise every 2-3 seconds and you'll have 25 seconds to hit each one. So at first everything will be lit, but for each successful hit the ramp or orbit will go out. Once all five have been "killed," you'll get the letter R.

    • A – Clear a District
      To get this letter, shoot the District Hole three times. This initiates a video challenge where you have to find a Doppelganger. Take note of the face they show you at the beginning of the challenge. When they show four different faces, use the flipper buttons to move the cursor to the one that matches what they showed previously and select it with .

      There is a timer, but the first time you do it you only need to find one, and there's more than enough time to do that. You only need to Clear a District once to acquire the letter A.

    • C – Complete "Personal Differences" Mission
      When this starts all three ramps and both orbits will be flashing. Hit a flashing ramp/orbit to "trade an argument" between Blade and Hannibal. You need to trade arguments three times by hitting three different flashing ramps/orbits. Hit all three and the mission will be complete.

      There is a fatigue meter on the dotmatrix for this mission, and if you don't hit three ramps/orbits before the meter depletes, then you will fail the mission. Hitting a ramp/orbit refills the meter.

    • U – Complete "Nocturnal Visitors" Mission
      This one isn't too hard. When this starts the entrance to each ramp will be illuminated by icon that says "Strike!", but only one will be flashing. You'll have three attempts to hit the flashing one, as well as a fatigue meter on the dotmatrix that represents a timer. If you hit a solid one, it's a miss and you lose one attempt. You will fail the mission if you miss three times total or the fatigue meter runs out.

      If you successfully hit a flashing ramp, a different one will begin to flash and the fatigue meter refills. Once you successfully hit 3 the mission is complete.

    • L – Complete "Mirror Images" Mission
      This is a two ball multiball mission. For this, you need to hit holes, ramps and orbits to defeat Blade and Hannibal doppelgangers. The holes correspond to Hannibal and the ramps/orbits to Blade. You need to defeat three of each. Hannibal is pretty easy as there are holes all over the table.

      Once you hit three for both Blade and Hannibal, the Shrine Hole will be lit. Hit the hole to seal the doppelgangers and complete the mission. There is no timer for this mission, but if you lose one of the two balls, the mission automatically fails.

    • A – Complete "Cathari Katana" Mission
      For this, you need to put the pieces of a Katana together. Both the orbits, the Alley ramp and the Sewers ramp will be lit. The orbits count as one piece. Hit one in order to find the piece and light up the Citadel ramp. Hit the Citadel ramp to join the piece of the Katana. Repeat on the other ramps/orbits until you have found and joined all three. The orbits will count as one piece, so regardless of which side you hit, both will deactivate.

      There is a fatigue timer running throughout the mission, which is about 30 seconds total in length. Each successful hit to a lit ramp/orbit or the flashing Citadel ramp will partially refill the meter. If you don't complete the mission before the meter runs out or if you lose your ball, you will fail the mission.

    FIGHT DRACULA
    After you've spelled DRACULA, you have to initiate the fight with Dracula. Do this by hitting the Mission Hole. There are four stages to the Dracula fight. If you fail the fight at any point, you can restart it by hitting the Mission Hole against at Night.

    Thanks to StOrMtRoOpErMx19 for providing details on this fight and for the video walkthrough below.

    • Stage 1
      In this stage you have to hit 15 shots before your energy has been depleted by Dracula. Any ramp, orbit or hole counts as one of the 15 shots. Take your time, try not to get distracted by Dracula and focus on shots that you know you can make consistently. The easier shots to make are the right orbit (from the left flipper), the Alley ramp (from the butt of the right flipper) and the holes to the left of the Shrine Hole (using the upper right flipper after hitting the Alley ramp). Note that these holes will be open for the Dracula fight (normally they are closed at night).

    • Stage 2
      In this stage you have to collect all 4 Talismans from the mini playfield on the lower portion of the Citadel ramp. All you need to do is shoot the Citadel ramp and use the plungers like normal (see the Kickbacks & Ballsave section in the Table Overview for more details on Talismans). The catch is that the gate to the Citadel ramp will constantly open and close. So time your shots carefully. There is no time limit to this stage, so be patient and take your time. Try to avoid actually hitting the gate or a bumper, as your ball with be frozen for a moment, similar to when you activate Visions (the letter D in Dracula).

    • Stage 3
      After completing stage 2, a 3-ball multiball will start. All ramps, orbits and holes are flashing. The specifics of completing this stage are unknown - but those who have completed it say to successfully hit some shots and keep the multiball going and it will eventually complete and move into a "rewards" stage.

    • Stage 4
      This stage continues the multiball and you will earn large point rewards for successful shots. The trophy will pop during this stage. Rewards will last as long as you keep the multiball going.

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