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LOTR gameplay question: 2nd time qualifying for FOTR do you have to hit characters in a specific order?

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skbrothers

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Aug 8, 2006, 4:40:13 PM8/8/06
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Title says it all (I Think).

I've always noticed that when I start a game of LOTR I can add each
character and light their insert in any order that I hit their
respective switch. I then qualify for FOTR and play through it and
most of the time I get a few members across the bridge leaving several
behind before losing my multiball.

Then after completing the other two multiballs, and hopefully
destroying the ring I have to requalify all over again.

No problem...except...

This time through the FOTR qualification process it appears as though I
have to hit each character in a specific order. Along the same lines,
I don't understand the insert lighting configuration suring this second
time through. Some inserts are steady on, some are flashing (Usually
only one I believe) and others are not on at all.

Can someone explain the second FOTR qualification sequence to me?

I looked through my manual but it doesn't appear as though any of the
settings correspond to the above explained behaviour. Certainly didnt
find anything that states the second time through FOTR the characters
need to be hit in sequence.

Thanks for the help...

Steve

heckheck

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Aug 8, 2006, 4:44:41 PM8/8/06
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2nd time through, you can only collect the shot that is flashing. On
means the shot has been collected.

Read the rulesheet

http://www.lotr-pinball.com/lotr_rules1.txt

h_h

metallik

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Aug 8, 2006, 4:51:56 PM8/8/06
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heckheck wrote:
> 2nd time through, you can only collect the shot that is flashing. On
> means the shot has been collected.
>
> Read the rulesheet
>
> http://www.lotr-pinball.com/lotr_rules1.txt

Ahh that reminds me.. I must apologise to some people out there; I
have some owners list submissions that I have neglected to add to the
list... I still have them and will get them posted today or tomorrow!

heckheck

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Aug 8, 2006, 4:56:02 PM8/8/06
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Oh and the manual does have settings that allow you to change how hard
it is to qualify each of the multiballs. I forget the name of the
settings off hand, but the range is from extra easy to hard with about
four steps each. The setting controls at which hardness you start for
the first qualify attempt. All of the movie multiballs get
progressively harder to qualify (though the second FOTR qualify seems
harder to me than the third for some reason).

I especially love/hate the nasty locks, which are the hardest setting
for TTT multiball. Ingenious. Actually, the story goes that Keith
made the nasty locks to specifically target a point rape that was being
talked about on RGP, where the strategy was to stack anything with TTT
over and over. The nasty locks were meant to discourage (or at least
curb) this strategy, or that is what I've heard.

h_h

skbrothers

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Aug 8, 2006, 5:36:53 PM8/8/06
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Thanks mr heck..

What are "Nasty Locks"?

I know that the multiballs can be set easy, moderate, hard, Extra Hard
etc... but no where does it allow for the ability to make the 2nd FOTR
qualification sequence as eas as the first...not that I would do this,
just want to better understand my pin.

I need to re-read the rulesheet again I guess.

Steve

Gregg

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Aug 8, 2006, 6:17:58 PM8/8/06
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In article <1155069613....@h48g2000cwc.googlegroups.com>,
"skbrothers" <skbro...@comcast.net> wrote:

I think you have to hit each character twice, once starts it flashing
then the second time collects. I'm not positive on that though.

Gregg in Baltimore

taylor34

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Aug 8, 2006, 6:27:04 PM8/8/06
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Yeah, the Fotr difficulty doesn't really make sense. It goes very easy
to difficult to medium to very difficult. The 1st and 3rd times aren't
any problem, the 2nd and 4th are. A big portion of that is because of
the boramir shot, that really unbalances the whole thing. If there was
ever another update to the lotr software, one thing I'd like to see is
the ability to set the boramir number of pops. I think I'd set it to 5
or something to make it consistent with the rest of the shots. 20 is
just too many.

Taylor34

metallik

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Aug 8, 2006, 7:03:54 PM8/8/06
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> I especially love/hate the nasty locks, which are the hardest setting
> for TTT multiball. Ingenious. Actually, the story goes that Keith
> made the nasty locks to specifically target a point rape that was being
> talked about on RGP, where the strategy was to stack anything with TTT
> over and over. The nasty locks were meant to discourage (or at least
> curb) this strategy, or that is what I've heard.

Yeah.. With only 4 inlane feeds needed to light lock, it's not too
hard to start TTT on the regular difficulty. To make it harder, you'd
either have to go the Lawlor route, where you need an ever increasing
number of K-E-E-Ps to light each lock, or you go the evil route and
just give the player the ability to screw himself over.. :)

Keith P. Johnson

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Aug 9, 2006, 1:08:17 AM8/9/06
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On 8 Aug 2006 13:56:02 -0700, "heckheck" <js...@heckheck.com> wrote:

>Oh and the manual does have settings that allow you to change how hard
>it is to qualify each of the multiballs. I forget the name of the
>settings off hand, but the range is from extra easy to hard with about
>four steps each. The setting controls at which hardness you start for
>the first qualify attempt. All of the movie multiballs get
>progressively harder to qualify (though the second FOTR qualify seems
>harder to me than the third for some reason).

Lots of people seem to think this, but my rationale is if you choose
your shots wisely, you still only need to hit each shot once in order
to light FOTR. It just depends if that's what you're going for or
not. If all you're doing is flailing around not aiming for anything,
then in general "level 3" of lighting FOTR probably IS easier than
"level 2."

>I especially love/hate the nasty locks, which are the hardest setting
>for TTT multiball. Ingenious. Actually, the story goes that Keith
>made the nasty locks to specifically target a point rape that was being
>talked about on RGP, where the strategy was to stack anything with TTT
>over and over. The nasty locks were meant to discourage (or at least
>curb) this strategy, or that is what I've heard.

I had always planned on implementing the "nasty locks" or "level 6" of
TTT. It never got done at first because there were more important
things. Eventually I got the time and put it in there because
otherwise TTT is just too easy to start, at least for non-casual
players. I jokingly called it the Kosmal rule because he was pretty
vocal about pimping TTT over and over again, and who could blame him?

keith
--
At one time I had random Your Mother jokes down here.
Maybe someday they'll return...

taylor34

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Aug 9, 2006, 1:23:07 AM8/9/06
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I think the reason that level 3 is easier has to do with these factors:

a) Most people are playing modes most of the time, collecting
characters is a side goal.
b) while doing these goals, you often get gollum multi, which leads to
a lot more random shots going everywhere, activating characters on
level 3.
c) If the first character lit on the level 2 is boramir, you're
screwed. Reason being is that you can probably randomly get the 40
pops needed for boramir on level 3 while other characters are being
lit, but you can't advance on level 2 until boramir is taken care of.

On my game I actually turned it to start on level 2 since that's easier
than starting on level 1 because you get a character added for each
ball (i.e. it'll take care of boramir for you on the 2nd ball if you
don't have it already). I usually count on needing to start it twice
and going 2 then 3 is easier than 1 then 2.

Taylor34

Kristoffer Björkman

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Aug 9, 2006, 7:14:11 AM8/9/06
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In article <1155069613....@h48g2000cwc.googlegroups.com>,
skbro...@comcast.net says...
[...]
> [The second] time through the FOTR qualification process it appears as though

> I have to hit each character in a specific order. Along the same lines,
> I don't understand the insert lighting configuration suring this second
> time through. Some inserts are steady on, some are flashing (Usually
> only one I believe) and others are not on at all.
> Can someone explain the second FOTR qualification sequence to me?

Not lit = not available, flashing = available to light, lit = done.
(Just like the first round actually, except the first ronud has no unlit
shots.) Character shots will be flashing one at a a time in a random
order, a new one starts when you're done with the previous one.

IE - shoot flashing shot(s) until all shots are lit, just like the first
round...

> I looked through my manual but it doesn't appear as though any of the
> settings correspond to the above explained behaviour. Certainly didnt
> find anything that states the second time through FOTR the characters
> need to be hit in sequence.

See Section 3, Chapter 4, Page 44 - Feature Adjustment #06:
----
FELLOWSHIP (OF THE RING) MBALL DIFF.: Set to EASY, MODERATE, HARD or
EXHARD. Default is EASY. Note: This adjustment controls how many shots
for each member. EASY = 1 shot. MODERATE = 1 shot (only 1 lit at a time,
randomly). HARD = 2 shots. EXTRA HARD = 2 shots per member in-a-row
----
Difficulty increases after every time you play FOTR MB.

Also, if you have Feature Adjustment #30 set to YES (default), then for
every ball start until your first FOTR MB, a random fellowship member
will be lit 'for free'.

/Kristoffer

--
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Kristoffer Björkman

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Aug 9, 2006, 7:16:02 AM8/9/06
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In article <1155100987.4...@n13g2000cwa.googlegroups.com>,
at9...@yahoo.com says...

> I think the reason that level 3 is easier has to do with these factors:
[...]

> c) If the first character lit on the level 2 is boramir, you're
> screwed. Reason being is that you can probably randomly get the 40
> pops needed for boramir on level 3 while other characters are being
> lit, but you can't advance on level 2 until boramir is taken care of.
[...]

This might be a good time for tactical use of the Palantir. ;)

/Kristoffer

--
This cookie has a scrap of paper inside. It reads:

Guvf eryrnfr pbagnvaf 10erplpyrq zngrevny.

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