Pinball FX2

Pinball FX2

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Han Solo
By Pinballwiz45b
"There's no mystical energy field that controls MY destiny. It's all a lot of simple tricks and nonsense."
   
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Introduction
Welcome to my Han Solo guide! Been a while since I last created a guide, but here goes anyway!

Skill Shot
"Oh, this is suicide! There's nowhere to go!" (That looks pretty good.)

The skill shot is located in the asteroid, starting at a value of 100,000 points. The ball must have enough power in order to roll off of the plunger lane and go down to the asteroid. This will either lock a ball for any multiball mode available or release the locked ball onto the kicker above the 2nd right flipper.

If there is no ball locked and a Skill Shot is made, another could be made not just to award a Double Skill Shot, but also increase the value by 100,000 points for the rest of the ball.

"You do have your moments. Not a lot of them, but you do have them."
Multipliers
The Bonus Multipliers are rather unique in Han Solo, similar to how it works in Boba Fett. By making Combo shots (which time out rather quickly), you can raise the multiplier quite a bit. However, it only raises the multiplier when a "Highest Combo" is achieved (and raises the multiplier by how many combos are made in a row.) The S-O-L-O lanes also raise the multiplier by 1 each time it is completed.

EXAMPLE: Combo of 2 raises multiplier by 2 from 1X (3X total). On the same ball, a 3-hit combo adds 3X (6X multiplier).
Magna Save
The Magna Save can be lit fairly easily by hitting the four targets: 2 on each side of the Left Ramp, one in between Shoot and the Center Ramp, and one in between the Right Ramp and the spinner. You can have a maximum of 3 Magna Saves stacked.

When a Magna Save is used, it will grab the ball on either side of the playfield (depending where it is) and drop it onto the respective side's inlane. It is possible for it to grab one of each during a multiball mode (talk about efficiency!)
Tauntaun Ride
Hitting the bumpers several times will make a magnet grab the ball to the left of the jets, and Chewy will "hold that thing still." This mode will start, and you will have 10 seconds to hit the bumpers 40 times. Sound hard? Nope. The timer resets after each bumper hit. It is a dangerous mode to complete, but it's do-able. (Maybe you can get some death saves in as well!) Failing to hit a bumper in time causes the bumper to be lowered by Han Solo, and the mode ends.

Succeeding in this mode will allow Chewy to stomp the bumper down, and hold the Bonus X for the next ball. (I hear that on the 2nd time, an Extra Ball will light at the center hole?)
Han Shot First
"Hokey religions and ancient weapons are no match for a good blaster at your side."

At the top of the playfield, you'll see different beings representing Cantina targets. The spinner will act as moving the targets clockwise (shooting the spinner directly) or counterclockwise (Left orbit or Shoot). When a Cantina target is lined up directly above the middle red flasher, hit the "Shoot" loop to award a Fast Draw score. The value starts at 1,000,000 and increases by 1,000,000 until all Cantina targets are down. (For the first time, only 4 are up, and an Extra Ball will light when this happens).

When all Cantina targets are down, Greedo pops up at the right side. Line him up, and Shoot to start "Han Shot First". This is a Hurry-Up mode, where one shot lights with a starting value of about 10,000,000 and quickly counts down. This must be done for both orbits and ramps (in whichever order), then finally hit the Shoot loop to end the mode. I think it's the total collected in the mode + 10M (someone clarify? I got 21,144,371 from the four and then 29,403,086).

If you miss a shot, don't panic. It's one shot, unless it's the last one. (Yeah, that shot is pretty crucial towards the wizard mode).
Probe Hurry-Up
"Sir, I am fluent in 6 million forms of communication. This signal is not used by the Alliance. It could be an Imperial Code."

This Hurry-Up is easily accessed by spelling P-R-O-B-E at the Upper Ramp (just north of the Death Star). The 6th ramp shot makes the Probe go to one of the four random shots in Han Shot First. The value starts at 5,000,000 and quickly counts down. You MUST shoot that shot AND the Shoot loop to make progress toward the Wizard Mode!

After shooting that shot, you have about 12 seconds to hit the Shoot lane and destroy the Probe. This will award double the value of your first shot. (So if you get 4.8M on the first, you'll get an additional 9.6M for the Shoot lane.) It will say "Probe X increased to 3X" (EDIT) for the next Probe. This will continue to raise as you complete each Probe.

Failing to destroy the Probe will make no progress, though it's a fairly simple restart by shooting the ramp 6 times.
The Asteroid Field
"Sir, the possibility of successfully navigating the asteroid field is approximately 3,720 to 1!"

By hitting the left kicker above the bumpers. the three bumpers will become active for lighting the Asteroid Field at the same kicker. You will need 10 bumper hits to do so; if there are hits remaining, hit the kicker again until it is ready to go.

"What are you doing? You're not actually going into an asteroid field!"

In this mode, you will need to defeat a set of Tie Fighters by simply navigating through an Asteroid Field. Make sure you avoid the asteroids and the Fighter's blasts, as you'll fail the mode that way. (Fairly easy re-light, though.)

By having a Fighter destroyed, you will get 1,000,000 points. This value will increase by 1,000,000 until all Fighters are destroyed. (You will get a maximum of 6 million for the first success, 10M for the second, and so on.) The number of Fighters will increase as you successfully complete them, so navigate cautiously but cleverly.
Free the Princess
"Uhhh, had a slight weapons malfunction, but...uhhh...everything's perfectly alright now. We're fine. We're all fine here. Now. Thank you. How are you?"

This is the first of the two Death Star modes. To activate this, spell STAR below the Probe Ramp to light the Death Star for Lock. This process must be done three times to start Free the Princess.

During Free the Princess, the Sinkhole will be lit for 1,000,000-point Jackpots that can be multiplied, depending on how many balls are shot into the Sinkhole (You can get a total of 6,000,000 for shooting all 3 in there.)

The Super Jackpot will then light for a short time at the raised bumper, revealing a scoop. Only 2 balls (for a Double Super) can go in there, and the process starts over again for the remainder of the multiball.

Collecting a Super counts as being "completed" and makes progress towards the wizard mode. Nevertheless, Battle of Yavin immediately starts after this mode ends.
Tie Fighter Attack
"Angle the deflector shields while I charge up the main guns."

This is a 2-ball multiball feature that is started by hitting the captive ball out of the Space Slug (from making the skill shot) and onto the playfield. In this mode, you must destroy as many Tie Fighters as you can. 1,000,000-point Jackpots can be scored at the lower part of the Sinkhole and the upper-rightmost kicker on the second playfield. How you will destroy the Fighters depends on the order of which you collect the Jackpots. When a Jackpot is made, you have 10 seconds to make the second one, or it will kick out and have to recollect it.

If you shoot the Sinkhole first, you will shoot the Fighter down in first person. If you shoot the kicker, Han Solo will shoot in 3rd-person. Despite this, you need to hit close enough to the Fighter 4 times to score a Super Jackpot, first starting at 2 million and increasing by 1,000,000 for each consecutive fighter. If, in the case you don't shoot the Fighter down, you will have X number of hits left to destroy it when the guns are accessed again. This value will reset at the start of the multiball.

Even if you shoot one down, you'll be credited for "completing" the mode and make progress towards the wizard mode.
Battle of Yavin
This mode starts immediately after Free the Princess, as the second part of the Death Star. This works exactly like Han Shot First: a Hurry-Up mode. This time, if you fail to shoot a Death Star target, one will unlight, and you have to hit the other targets to build the final value.

Once all targets are lit/unlit, shoot the Death Star to claim the final award (everything claimed possible + 10M X number of targets made). Successfully completing this mode is a must for the wizard mode, so don't screw this one up! This will also light an Extra Ball at the Sinkhole.
Fastest Hunk of Junk
"Watch this!" (Watch what?)

Preceding this mode is the Hyperdrive Malfunction mode on the Falcon mini-playfield. You will have to hit the center ramp into the upper kicker, then flip the ball into the Falcon for a total of 3 times to start the mode. Your job is to hit all four targets in the playfield to lower the hatch on the Left Ramp. If you don't get all four but lit a target or two (or three), you will have 5 (times how many targets you hit) to make the lock. Each target is worth 5 seconds and 100,000 points. Lighting all four targets awards 10,000,000 and permanently lights the Lock for that ball. Otherwise, just shoot the Left Ramp as quickly as possible, or you will have to relight the Lock.

This multiball can be started by locking all three balls at the lower part of the playfield. 1,000,000-point Jackpots will be lit at the Shoot loop, both ramps, both orbits, and the top right kicker. Your goal is to make all Jackpots and light the Super. There's one twist: You need to make Speedy Shots (for 2x value) to light the upper shot for a Super. To do this, you must make less than 12 Parsecs (or exactly 12) from these Speedy Shots, not including the upper kicker. If you fail to make less than 12 Parsecs, you have to start collecting Jackpots again.

Successfully making one Super Jackpot (10M) during this multiball will count as progress towards the wizard mode.
Kessel Run
Another multiball feature, this one can be acivated by spelling Smuggle at the Left Ramp. After completely spelling Smuggle, shoot the Left Ramp again to load the ball onto the magnet at the upper left kicker. You must load the ball into the correct Secret Compartment to increase the Jackpot value by 1,000,000, up to a maximum of 3,000,000 (verify?).

The left flipper extends the arm, while the right flipper moves it. Pressing enter releases the ball; if you fail to lock a ball in any compartment, you must spell Smuggle again and try another time. If you load into the wrong compartment, you will still lock a ball, but your Jackpot value may be lowered.

Upon locking 3 balls, Kessel Run will start. The Sinkhole and the Falcon are both lit for Jackpots (1M-3M depending on accuracy of the Compartments). Once accomplished, the upper left kicker will light for the Super Jackpot, then the upper right for a Double Super, then the lower left kicker (what kind of jackpot? Didn't figure out yet). This process is repeated during the remainder of the multiball.

Successfully making one Super Jackpot counts as progress for the wizard mode.
He Certainly Has Courage
Courage can be spelled by hitting the Right Ramp. Every seventh ramp (completion of Courage) locks a Trooper ball; this process must be done three times to start He Certainly Has Courage.

This is a four-ball mode; your goal is to get rid of the Troopers. Shoot the silver ball on top of the lowered flashing bumper (scores 100,000), and it will raise to uncover a scoop. I would recommend getting rid of all three at once to get the full reward of the multiball. You have a short time to get one in; doing so resets the timer. The Jackpot is worth 3,000,000 for the first Trooper. The Super is worth 6,000,000 for the second, and 12,000,000 for the third (Double Super Jackpot).

Failing to get all 3 in at the same time resets the bumper and the Jackpot value (6,000,000 Super but can't get the third goes back to a 3,000,000 Jackpot, etc.). Getting rid of all of the Troopers, though, counts as progress toward the wizard mode.
Escape From Jabba
To access this multiball mode, spell FROZEN by hitting the lower left target below the bumper and above the left slingshot. Then, shoot the Left ramp to lock the ball into the Carbonite Container. This process must be done three times to start Escape From Jabba.

Now that I mentioned this:


The playfield will darken, and the three flashing kickers will be lit for Jackpots. Depending on how many balls are on the field, you can increase the Super Jackpot value by hitting all 3 (or 2) kickers. The Super Jackpot will also be lit for a short time. You must collect 4 Super Jackpots to complete this mode. This works similarly to Sorcerer's Lair's mode, so you may notice that you have less balls as you collect Super Jackpots. The Supers start at 2 million and can increase by 2 million each time all balls are in the red kickers.
General Solo
"The reward will be...more wealth than you could imagine!"

~SPOILERS - DO NOT READ UNLESS YOU ABSOLUTELY WANT TO!~

Once all aforementioned modes are finished, shoot the Sinkhole to start General Solo.

Your Wizard Jackpot will be calculated based on these criteria:
  • Han Shot First: Final Award at the Shoot lane

  • He Certainly Has Courage: Highest Jackpot value (Max 12 million).

  • Kessel Run: Highest Super Jackpot value.

  • Fastest Hunk of Junk: 10,000,000

  • Free the Princess: Highest Super Jackpot value (Max 12 million).

  • Battle of Yavin: Final Hurry-Up shot value.

  • Tie Fighter Attack: Highest Super Jackpot value.

  • Asteroid Field: Last Tie Fighter value.

  • Escape From Jabba: Highest Super Jackpot value.

  • Probe Hurry-Up: Final Award at the Shoot lane.
= TOTAL WIZARD JACKPOT. This will be MULTIPLIED BY THE NUMBER OF BALLS IN PLAY.

Right away, the Wizard Jackpot will be lit at the Probe Ramp. Two more balls will launch, and one will come out of the Falcon, at the upper-left flipper. GO FOR THE WIZARD JACKPOT RIGHT AWAY. Instant 300,000,000 jackpot right there! You don't see this in any other Zen game!

After collecting the Wizard Jackpot, you must hit all other Jackpot shots (1,000,000 x number of balls) to relight it. This is repeatable until all but one ball drains.
Extra Balls
All extra Balls are collected at the lower part of the Sinkhole. (Remind me if there are others!)

  • 1st Cantina target set cleared.

  • 2nd Asteroid Field complete.

  • 2nd Tauntaun Ride complete on one ball.

  • Battle of Yavin complete.
Conclusion
Probably one of the best Zen pinball games I have played. The difficulty of these modes and the reward of the Wizard Jackpot (along with the humor from the characters themselves) make me willing to play this game even more. (Try a death save on that game.)

The bonus generally isn't worth very much, so I'll stay away from that area. Also will stay away from the Mynock part when there is no captive ball at the slug.

"Oops" Yeah, nice going Carbonite Container. I was literally laughing as soon as I trapped the ball; I was like "What the heck just happened?!" Proves that Zen tables can have their flaws as well! LOL

Hope you enjoyed reading!
2 Comments
T-wRecks 27 May, 2014 @ 6:50pm 
The Free the Princess base jackpot can be raised by 1 million by spelling STAR during the multiball. I don't remember if that carries over to future attempts. All balls can be sunk for super jackpots if you're fast enough, not just 2. And the supers are based on how many jackpot balls you sunk that time, up to 4 with the skillshot ball. (Saving the add-a-ball for this is a *very* good idea.) These can get quite large; on one sequence where I got 3 normal and 3 supers with the base increased, the last super was 27M by itself.

There's a 5th extra ball condition: hitting 5 correct holes with the smuggling crane total during the game. And I think the probe quote is "Sir, I am fluent...", but I could be wrong on that one.

Like I said, great guide, just helping out. Eventually I might summon up the energy to do one for a table that hasn't been covered otherwise. ;)
T-wRecks 27 May, 2014 @ 6:50pm 
Very nice. :) A few clarifications:

Tauntaun ride lights an extra ball for the second one completed on a single ball. A third one only awards 2 million. :P

An extra ball gets lit every time the cantina gets cleared and Greedo gets added. No limit up to the cap. I think the last Greedo hurryup starts as the sum of the scores claimed from the 4 hurryups.

For the probes, the 3x is for the *next* probe hurryup. The 3rd one will be 4x, then 5x, etc.

For Kessel Run, the jackpot gets increased by 1M for every good placement and lowered by 1M for every bad one through the whole game, minimum 1M. I've had it up to at least 5M, no idea if there's a cap. To be continued...