Pinball Hall of Fame The Williams Collection achievements

Pinball Hall of Fame The Williams Collection

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There are 25 Pinball Hall of Fame The Williams Collection achievements worth 2,455 (1,000)

2,439 tracked gamers have this game, 76 have completed it (3.12%)

Achievement Details

Pin*Bot™ Wizard Goals. in Pinball Hall of Fame The Williams Collection

Pin*Bot™ Wizard Goals.240 (50)

Complete all Wizard Goals for Pin*Bot™.

  • Unlocked by 106 tracked gamers (4% - TA Ratio = 4.79) 2,439  

Achievement Guide for Pin*Bot™ Wizard Goals.

256,262 (158,744)
Achievement won on 23 Oct 09
TA Score for this game: 2,455
Posted on 23 October 09 at 17:29, Edited on 23 October 09 at 17:36
This solution has 13 positive votes and 0 negative votes. Please log in to vote.
First, the list of the 5 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

How to achieve those goals?

1. Advancing the bonus to maximum just means hitting a value of 99,000 for the end-of-ball bonus. Bonus accumulates as you hit targets during play, so just having one really good ball will take care of this. You shouldn't need to actually go after this goal.

2. Advancing to Jupiter is actually just a stop along the way of reaching the Sun, which is goal #4.

3. The Solar Value is effectively the jackpot during multiball. First, you need to open the visor, and lock both balls as Pin-Bot's eyes. Once multiball starts, re-lock one ball. The visor will close, and a you'll have a limited time to hit the ramp on the left side. Hit it hard enough to get the ball up to the upper playfield on the upper right, and you'll collect the Solar Value and complete the goal.

4. Advancing to the Sun and earning the special is one of the hardest goals in the game, because of how viciously mean Pin-Bot is of a table. Even more so, the process of advancing the planets often opens you up to bounces right down those cruel outlanes.

Advancing through the planets is done one of two ways - hitting all three drop targets on the left in a short amount of time, or hitting the green "Advance Planet" on the right side, right above the right slingshot, after lighting it with the left inlane. The green target is an extremely tricky shot, requiring shooting the ball off the tip of the left flipper. It'll take practice, and even then be very unreliable - and dangerous, as hesitation can mean hitting the right outlane, the bottom of the right slingshot, or letting the ball roll off the end. The drop targets are not quite as tricky, though still require a very late shot from the right flipper. They also require a little help with bounces - a bad one can drain the ball.

Anyways, you have to do this 10 times - all 9 planets, then once more for the Sun. Once you light the sun, the "special" will light, which is collected by hitting the "Advance Planet" target on the right.

I recommend using multiball as much as possible to reach this goal. The drop targets don't give you much time, and having two balls in play, while more chaotic, increase the odds of hitting them in time. Just keep firing the ball at the targets over and over, letting luck assist here.

If you don't have multiball, shoot the center targets from the left flipper as a way of "passing" to the right flipper. It's not that accurate, but works sufficiently, and gets your closer to opening up the visor.

And just keep practicing. You'll need to learn the feel of the timing for hitting the targets and the green target reliably. It's just going to take time and effort.

5. Scoring 3,000,000 is another goal that should eventually happen during play - odds are extremely high that you'll beat that score when you finally reach the Sun. If you have trouble, note that the Solar Value will build over time, and can easily hit 1.5 million or more during a decent game.

General Table Strategy:

First, as you've noticed if you've played at all, the outlanes on this table are sadistic. Learn how to deal with them as best you can, by identifying the most common bounces that lead the ball over there, and the most effective ways to counter it. My best luck with the left outlane has been nudging down and right, trying to get the rubber up above the left lanes to deflect the ball back out to the middle. The right isn't quite as harsh, and just a leftwards nudge has been most effective. Also, if the ball is moving slow, you need to nudge upwards with the slingshot hits to get the ball moving elsewhere, otherwise the ball will bounce back and forth a few times right into the outlanes.

You also need to be on guard right from the start. The ball will commonly exit the bumpers with plenty of leftward speed, and that speed will take it directly to the left outlane. You really can't even effectively counter that at the outlane itself - start nudging when the ball is in the bumpers to try and give it a different trajectory. Always be careful anytime the ball goes into the bumpers - which is an issue, since shooting at the drop targets a touch early often sends the ball up the ramp, around, and dropping it into the bumpers from the upper playfield.

Practice hitting the center targets to open up the visor on the first shot. The easier you can get multiball going, the more you can do it, and the more chances in general that gives you to hit targets and rack up the score.

I also recommend restarting until you have a good first ball - especially when trying to reach the Sun. You'll probably need one great ball, and at least one more decent one, to do so. You don't really want that great ball to happen after your first two have launched from the bumpers right down the outlane. Sure, the two after your great ball may do so, but they may not. Give yourself the best chances to have more than one great ball in a game.

Finally, if you haven't already, read this and learn it well:
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