Pinball Quest -- NES Quest Mode Walkthrough By Orochi K kartelkertra caramail com v Last August 8, 2002 © 2002 Orochi K. All rights reserved. This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. Any reproduction of this document without the author's express permission is strictly prohibited. This guide is meant to be viewed on GameFAQs only. Do not bother asking me for permission, your e-mail will simply be ignored. If you found this guide somewhere else (as there are people who will not hesitate to steal such work), please let me know so I can slap them silly.. Pinball Quest © 1990 Jaleco. -=-=-=-=-=-=-=- INTRODUCTION -=-=-=-=-=-=-=- Pinball Quest, while being a typical pinball games, is however different in that there is an additional quest mode. In this mode, you still play pinball but instead of just racking up points, you have to do specific actions. Once you've completed a table, you will move on to the next until you beat this mode. The purpose of this guide is to tell you what you should do along with anything else that deem necessary in order to succesfully complete it. Consequently, this is just a 'Quest Mode Walkthrough' and not a complete FAQ (which isn't necessary anyway as the basic modes are straight-forward). -=-=-=-=-=-=-=-=-=-=-=-=- QUEST MODE WALKTHROUGH -=-=-=-=-=-=-=-=-=-=-=-=- Level 1 ------- Here, the main objective is to destroy the tombstone to the upper left. Doing so will release a ghost. Have the ball touch him and he will tell you the following: "I've been waiting for you. You look like you're really on the ball . I need you help to save the princess. The princess has been kidnapped and is being held captive further North, in the castle. Destroy the monsters that get in your way and increase your attack strength. I am sorry I cannot give you more help. I used to be a soldier in the king's army but now I'm just a spirit walking the earth." Once he walks off, destroy the small wall to the north-east of the bomb (easily recognizable by the red patch that trails on). Note that you cannot destroy the wall unless you have talked to the ghost first. Hitting the other tombs merely increases your score (which is actually money, so try to get a load of these before you move on) while the trees may be used to keep the ball in play too. Once you get past the wall, the ball will reach a hole and will remain there for approximately five seconds. As soon as this happens, press Up on the directional pad to bring the flippers on the new screen. If you fail to do so, the ball will always return down and you will have a lot of trouble getting to kill all the fiends. The good thing with such a system though is that when you mess up and allow the ball to go back down, you can just press Down and the flippers will hence go back to their previous location. Keep killing the enemies and as you do so, your attack gauge will charge. After enough slaughtering, all three enemies will disappear and a knight will take over. Needless to say, your objective is to defeat him. He takes about 8 shots to die. Once he's defeated, the ball will automatically roll towards the door. Level 2 ------- The ball automatically goes to the upper part of the pinball as it appears, so be prepared to press Up again. Alternate between both parts as required. The two skulls below the upper flippers disappear after 2 hits. These just give you enough time to place your flippers, but they will _not_ bring the ball back in play. Your main objective here is to dispose of the sorceror and his little friends. Hitting the two statues in the lower point will net you more money and if you manage to get close to the red dot in the upper-right, the right statue will constantly flash until it finally vanishes into thin air. Finally, destroy the tombs to the right in the second part to earn more money and hit the small gargoyle to the side of each flipper to increase your attack gauge. The ball automatically goes towards the door when the sorceror is vanquished. Level 3 ------- Upon being hit by the ball, the little blue monsters will carry it to a lift where it'll go onto the second part of the pinball. As usual, press Up to place the flippers correctly. Your main objective lies in getting rid of the blue knight who guards the door situated at the top after killing the rows of soldiers in front of him. Note also that if the ball happens to fall down the right side, the lift will bring it back again such that there is no risk of losing it this way. If you still lose it by being unable to hit it back with the flipper, just aim for one of the blue monsters. Lather, rinse, repeat! Tbe blue knight starts to walk around when only two monsters are left. Hit him repeatedly and once he's done for, the ball will roll through the northern door. Level 4 ------- This is easily one of the most frustrating levels in the whole game. Every single time the ball hits one of those green tortoises, the screen becomes blurred for a few seconds. Luckily, the said tortoises disappear after being hit a few times. If you are not confident enough or find that they are annoying, just take some time to get rid of them. This pinball uses a fairly complex system which involves the ball travelling from hole to hole until it get into the upper part. The main problem is that there is a tortoise directly next to one of the last holes as you begin the game. You thus have to repeat the whole process around three times first before you are finally able to access the second part of the pinball. Once you are at the top, just kill all the soldiers. These need to be green and walking around for the hits to register. If a soldier suddenly tries to attack the flippers with his sword, don't forget that you can quickly bring the flippers down to evade his attacks. Of course, you need to be careful while doing so as you can lose the ball meanwhile. The ball will exit via the top-left path once all the soldiers are gone. Level 5 ------- This one is pretty straight-forward. Have the ball go up the right side by using the left-most flipper. As soon as this happens, press Up and all four flippers will be brought up too. Now, just aim for the red monsters and exterminate all of them. You then have to hit the princess a few times to have her leave the bed. The princess will however transform into a vampire and you now how to turn her back to her normal self. Each time you hit her, she alternates between the two forms. In the normal form, she will walk towards the flippers and you lose life if she manages to reach their location. In the vampire form, she just flies around. She takes a lot of hits to die, so be prepared for a strenuous long match. A good cheat to use here is to keep the ball on one of the flippers by holding it up. The princess will automatically get hit upon touching it as she approaches that flipper to attack it. Finally, you don't have to worry about lowering the flippers yourself here. They are automatically moved to their previous location whenever the ball falls back to the first part. It is however tedious to bring the ball up again and the fact that you lose life when the princess approaches the spot normally occupied by the flippers doesn't help either. To prevent this from occurring, just try to hit the princess as soon as possible if she gets too close to the flippers. Another way of dealing with this situation is to avoid hitting her near the flippers in her vampire form but using such a strategy makes the match unnecessarily last longer. (Note: Buy a Strong Flipper if you have enough money. It'll allow you to last longer and hopefully complete the quest.) Good luck & enjoy the short "ending"! :) Acquirings ---------- Different stoppers and flippers can be bought throughout your epic quest. As explained in the level-by-level walkthrough itself, your score is actually the amount of money you may spend to acquire these new stoppers and flippers. I have yet to see what this changes though, there isn't really a big change as one would normally imagine. Still, you can buy a new pair of flippers if you have enough money. Stoppers are pretty useless but they don't cost too much. Single Stopper - 500 G Floor Stopper - 2500 G Center Stopper - 8000 G Permanent Stopper - 30000 G Strong Flipper - 40000 G Devil Flipper - 50000 G If you have any further queries about this FAQ or want to contribute something, just e-mail me but please remember to put the game name as the subject line. Failure to do so means your e-mail will be ignored. -=-=-=-=-=-=-=-=-=- REVISION HISTORY -=-=-=-=-=-=-=-=-=- v 0.10 - June 13, 2002 Started guide. v 1.00 - June 15, 2002 Completed and sent to GameFAQs. v Last - August 8, 2002 Last revision. -=-=-=-=- CREDITS -=-=-=-=- * Jaleco for this nice game. At least, it is better than the usual NES pinball titles. * Jeff "CJayC" Veasey for hosting this guide on his website. - EOF - © 2002 Orochi K. All rights reserved.