Pinball FX2 achievements

Pinball FX2

3.6 from 1945 votes

There are a maximum of 83 Pinball FX2 achievements (10 without DLC) worth 19,474 (1,730), and 1 challenge

38,879 tracked gamers have this game, 11 have completed it (0.03%)

Achievement Details

Secrets of the Lair in Pinball FX2

Secrets of the Lair367 (100)

This is a rare achievementConclude the final mode: Midnight Madness on the Sorcerer's Lair table! (Single player only)

  • Unlocked by 2,889 tracked gamers (7% - TA Ratio = 3.66) 38,879  

Achievement Guide for Secrets of the Lair

Dr Gonzo 815
268,211 (138,072)
Dr Gonzo 815
Achievement won on 18 Aug 14
TA Score for this game: 5,831
Posted on 19 August 14 at 08:10, Edited on 19 August 14 at 08:15
This solution has 17 positive votes and 0 negative votes. Please log in to vote.
This achievement requires you to finish (not win) each of the missions on the Pinball FX2 table Sorcerer's Lair.

At the top center of the table's main area are three yellow targets. These are right below the Sorcerer himself. There are arrows, one above the word STAIRWAY and another with the word CELLAR on it bellow these targets. Once you hit all three of these targets, part of the table will rise. Definitely practice this as it will not only be critical here but in other achievements as well, but more on that elsewhere.

In the risen bit of table are two holes corresponding with STAIRWAY or CELLAR. You'll be going for CELLAR to start a mission.

As for what mission will start...

If you look at the middle of the table you'll see an arc of yellow mission titles:


Whichever of these is highlighted at the time you hit the CELLAR hole will start. While not necessary for this achievement, you can change which is highlighted by hitting the bumpers on the left side of the table to the side of WHISPER.

The good news is that once you're through with a mission it becomes unavailable, so you don't have to worry about repeats. Like I said above, for this particular achievement you do not have to actually win the missions, just simply start it. Even if you lose a ball it still counts... but don't get in the habit of it.

As you're working through these you'll naturally learn the mission rules and become better at performing them but again, only necessary if you're going for the full 1,000.

Once you have made it through each of the missions listed above the table wheel will rise one more time and you'll be able to start the final mission. MIDNIGHT MADNESS. It's in two phases, and you'll need to get through both. The first involves trying to save Whisper and the second is a multiball. Even if you fail the first part (but keeping your ball, of course) the multiball will begin. Just finish the multiball and POP!

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