Williams Pinball Classics achievements

Williams Pinball Classics

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There are a maximum of 25 Williams Pinball Classics achievements worth 2,590 (1,000)

1,111 tracked gamers have this game, 32 have completed it (2.88%)

Achievement Details

Pin*Bot™ Wizard Goals. in Williams Pinball Classics

Pin*Bot™ Wizard Goals.245 (50)

This is a rare achievementComplete all Wizard Goals for Pin*Bot™.

  • Unlocked by 46 tracked gamers (4% - TA Ratio = 4.90) 1,111  

Achievement Guide for Pin*Bot™ Wizard Goals.

208,548 (103,815)
Achievement won on 12 Sep 11
TA Score for this game: 2,590
Posted on 12 September 11 at 07:33, Edited on 13 September 11 at 14:44
This solution has 4 positive votes and 0 negative votes. Please log in to vote.
These are the wizard goals for Pinbot:

Wizard Goals
1. Advance the Bonus to its maximum
2. Advance to Jupiter
3. Collect the Solar Value
4. Advance to the Sun and earn the Special
5. Score at least 3,000,000

Again, I'll only write about one of the five goals, as only this particular goal is the one that's gonna keep you going:

4. Advance to the Sun and earn the Special

To advance a planet, you need to hit the 3 left drop targets within a limited time window of about 10 seconds - if you can't drop them in time all hit targets will reset.
You can also advance by hitting the lit "special" target
located directly above the right flipper return lane (You lite the "special"-target through the left inlane - actually not the special will be lit [Special-lite is an orange arrow towards the target], but the target will be lit with a big green light).
When you reached the sun, you have to hit the "special" target again.

To reach this goal try to stick with the following "rules":

-) Focus on the drop targets.
Even if you consider to insure yourself with extra- or multiballs --> your main focus should lie on andvancing the planets.

-) Nudging:
Whenever the ball get's too speedy and/or goes horizontally to much, decrease it's speed by a few nudges.
When it goes towards outlanes, when it comes out of the jet bumpers (respectively already before it comes out the jet bumpers),...if it's too speedy/if it's gonna be too speedy --> slow it down by nudging.

-) Avoid the jet bumpers:
Jet bumpers sometimes accelerate your ball right into the left outlane. Try to avoid the bumpers or taking the speed out of your ball with a few nudges (see above).

-) Controll your ball:
Try to minimize the number of uncontrolled shots.
Try to trap your ball as often as possible. You can hit the drop targets from both of the flippers (actually the shot from the left flipper is much better than the shot the right one - if you are able to nail it -- but more of that near the end or this solution.

-) Extraballs and multiballs:
Having back-up-balls is never wrong. If it offers to go for an extra ball or a multiball do it. You can get one extra ball per ball in the eject hole next to the multiplier ramp. Activate the rewards for this target via the right inlane.
It's a difference if you need to hit over 3 planets per ball or if you have the double amount of balls.

When you've reached the sun, the "special" will lite, but if you advance once more you'll start over again at Pluto and unlite the special.
Also if you lose the ball after reaching the sun the "special" will be unlit again.

-) Be patient and don't rush this.

Well considering these few points all you need to do is to complete those targets (or the lit "special"-target - which will happen every once in a while) and prove your aiming.
But those drop targets can not only be hit from the right.
Actually if you can nail the specific shot, shots from the left will be more effective and there's less danger of draining.

I found out a special shot (not a shot at the "special", just a special shot ;) ) which is not so easy (at least I cant nail it all the time) but if you manage to nail that one it makes reaching the sun much easier:

Trap your ball on the left flipper!

When you release and pull immediately you'll pass it to the other flipper (but that's not what you wanna do).

When you release, wait for 'bout half a second and shoot it then, your shot will be a backhand right to the lower 2 of the drop targets.

If you release it for too long, your shot will go towards the left ramp or further to the right.

If you hit it right and the lower targets drop, there's also a good possibility the ball returns in two ways that make an immediate hit of the 3rd target with your next shot possible:

1) The ball goes just a liitle bit up the left ramp and drops down to your left flipper. This ball can be trapped easily by just pulling the left flipper. If so, just repeat the mentioned backhand-shot and it'll go directly to target #3.

Additionally: If this is the case, after hitting that 3rd target (it'll hit it at it's lower edge) the ball will come back down to your left flipper nearly the same way it did as mentioned above when it comes back down the ramp and can - again - be trapped and set up for your next backhand shot to the lower 2 drop targets.

2) The ball goes off the lower drop targets, hits the post right of the ramp and drop back to your right flipper in an angle that allows you to hit the 3rd target form there directly - if timed correct, but also this shot isn't too hard.

3) In other cases the ball goes anywhere and you have to setup your 2nd shot "manually"!

If you release just a little too short, there's also the possibility of slightly hitting the bottom of the left slingshot which - for me - often resulted in hitting the right slingshot and finally also hitting the lower 2 drop targets.
Also in this case, the ball will return (always on the same route through the jet bumper area to the top of the left slingshot) to the left flipper and can be trapped just by pulling it before (trust me ;) ).

By learning and hitting the ball with a good success-rate you can minimize the amount of uncontrolled shots and the drains that result from them.

Hope it helps.

By the way:

I'm not sure this is actually doable, cause i didn't time those shots right, but try this for the shot at the special:

Receive your ball through the left flipper return lane and keep your left flipper pulled. The ball will come down and have enough speed to roll up the left flipper and land whether in the middle drain hole or on your right flipper.

Here's my shot:

If you release the flipper with the ball half way up your left flipper, you'll set up your ball for a half-volley-shot, and if the combo of setting the ball up and hitting the ball at your flipper-tip is correct you should/could be right for the required angle.

As I said I wasn't successful with this shot so far, but I think it is the best non-random shot at the special I could give you or I've heard of so far.


edit: Well, I finally managed to hit that special and I accomplished that with a shot I already described (somethin' like that):

Catch the ball (with enough speed to reach the inlane's angle) with your left flipper and let it roll upwards till it hits the inlanes angle and let it roll down again with your left flipper pulled.
The ball should have the speed (more or less) that it rolls to the tip of the left flipper (and would drop right into the middle eventually).
Right before it drops, release the flipper and pull it again - it should have the right angle to smash against the special.
I recommend practicing this shot during your advancing progess (or do some games just to practice this shot).
Once you get the feeling for it, your ready to travel to the sun and earn that darn special. :)
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