Final Resistance pinball rules and strategy
The Strategy
Final Resistance alternates preparation with Battles. Shoot a flashing left-orbit or right-orbit arrow to start a Battle. Start a ball at the left ramp or through the full center spinner loop to raise the shield, then lock three balls at the right scoop for Ship Multiball. To store Reinforcement for the next Battle, spell L-O-C-K at the left targets and L-O-A-D at the right targets, hit the translucent center drop target, then shoot the loop behind it.
The goal
Use a flashing orbit to start the next battle, the right scoop to lock and score The right scoop scores Jackpots. Consecutive scoop Jackpots raise the multiplier, but the value decays with time., or the side targets and center loop to store The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle..
Start the next battle
Wait for a blue battle arrow to flash at the left orbit or right orbit, then shoot that orbit to start the active battle.
Start and score Ship Multiball
On the plunge, shoot the left ramp or complete the center spinner loop before touching another switch to raise the shield. Shoot the right scoop for each of three locks; the third starts The right scoop scores Jackpots. Consecutive scoop Jackpots raise the multiplier, but the value decays with time.. Return balls to the right scoop for Jackpots; consecutive scoop Jackpots raise the Jackpot multiplier before it decays. The right orbit also scores an award and enables its kickback.
Store Reinforcement for a battle
Spell L-O-C-K at the left side targets and L-O-A-D at the right side targets, hit the translucent center drop target, then shoot the loop behind it to hold a The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle. ball. Shoot whichever orbit flashes blue to start the next battle; the stored ball joins it with a short ball save.
Need to know
- Main route
- Plunge into the left ramp or through the full center spinner loop to raise the shield.
- Long goal
- Start the fifth battle at a flashing orbit arrow.
- Safer fallback
- Fast battle start: Use this plan when repeated ramp pairs are causing drains.
Final Resistance alternates preparation with Battles, and a stored Reinforcement ball joins the next Battle with a short ball save. Start a ball at the left ramp or through the full center spinner loop to raise the shield. During preparation, make white-arrow shots to light Powerups at the center scoop, spell L-O-C-K and L-O-A-D, hit the translucent center drop target, and shoot the loop behind it to store Reinforcement. Complete four left-ramp and right-ramp pairs for Pre-Emptive Strike, then shoot a flashing orbit to start the Battle. Ship Multiball is a separate route: raise the shield, lock three balls at the right scoop, and return there for Jackpots.
The goal
Plunge into the left ramp or through the full center spinner loop to raise the shield.Before each battle, use the side targets and center loop to store The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle., collect Powerups at the center scoop, and complete four ramp pairs for Four ramp pairs make the battle-start arrows pink. The next battle starts with a rule-specific advantage..
- Plunge for the left ramp or the full spinner loop. Do not touch another switch first. A successful skill shot opens the shield.
Skill shot scoring details
- Skill shot: The left ramp or a completed spinner loop scores it. Any other switch cancels it. The right ramp or a second spinner loop scores the Super Skill Shot.
- Shoot white-arrow shots. When the center scoop flashes for a Powerup, shoot it. Use the white cabinet buttons to select one and press Launch to spend it.
Hack, Time Slowdown, Simplify, and Freeze rules
- Raises the shield so the right ramp and right scoop are open. Do not spend it while the shield is already raised.: Raises the shield so the right ramp and right scoop are open. Do not spend it while the shield is already raised.
- Slows mode timers and ball-save timers. Use it when you need more real time to finish a battle.: Slows mode timers and ball-save timers. Use it when you need more real time to finish a battle.
- Makes the current battle objective easier. Its exact effect changes with the battle.: Makes the current battle objective easier. Its exact effect changes with the battle.
- Makes the next completed mode shot continue to score for a limited time.: Makes the next completed mode shot continue to score for a limited time.
- Spell L-O-C-K at the left side targets and L-O-A-D at the right side targets. Hit the translucent center drop target, then shoot the loop behind it to hold a The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle. ball.
Reinforcement setup details
- The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle.: The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle.
- Complete four left-ramp and right-ramp pairs before you start the next battle.
Pre-Emptive Strike setup details
- Four ramp pairs make the battle-start arrows pink. The next battle starts with a rule-specific advantage.: Four ramp pairs make the battle-start arrows pink. The next battle starts with a rule-specific advantage.
- When a battle arrow flashes at the left orbit or right orbit, shoot that orbit. Prefer a pink Four ramp pairs make the battle-start arrows pink. The next battle starts with a rule-specific advantage. arrow over a normal blue arrow.
- Use the The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle. ball and follow the rule for the active battle.
Trapped and related rules
- Shoot the open white wall scoop for three rounds. Any lower-playfield drain ends the battle. Pre-Emptive Strike opens two walls instead of one.: Shoot the open white wall scoop for three rounds. Any lower-playfield drain ends the battle. Four ramp pairs make the battle-start arrows pink. The next battle starts with a rule-specific advantage. opens two walls instead of one.
- Make every shot whose arrow is purple before the fuse expires. Each successful purple-arrow shot resets the fuse; the right-orbit kickback spots one remaining purple-arrow shot.: Make every shot whose arrow is purple before Make every shot whose arrow is purple before the fuse expires. Each successful purple-arrow shot resets the fuse; the right-orbit kickback spots one remaining purple-arrow shot. expires. Each successful purple-arrow shot resets Make every shot whose arrow is purple before the fuse expires. Each successful purple-arrow shot resets the fuse; the right-orbit kickback spots one remaining purple-arrow shot.; the right-orbit kickback spots one remaining purple-arrow shot.
- Hit green for the most progress, yellow for less, and red for the least. Move the green battle line fully right before it retreats left.: Hit green for the most progress, yellow for less, and red for the least. Move the green battle line fully right before it retreats left.
- Hit the left orbit, spinner, right ramp, and right orbit twice before the beam finishes. One shield at each shot survives; two at each shot wins.: Hit the left orbit, spinner, right ramp, and right orbit twice before the beam finishes. One shield at each shot survives; two at each shot wins.
- Spin the center spinner and make shots whose arrows are purple or dark blue to reduce the spinner display to 0. At 0, make whichever battle shot flashes for the final hit.: Spin the center spinner and make shots whose arrows are purple or dark blue to reduce the spinner display to 0. At 0, make whichever battle shot flashes for the final hit.
- Shoot an orbit, then the left ramp, then the green right ramp. Yellow finishing shots do partial damage. Red shots do no damage.: Shoot an orbit, then the left ramp, then the green right ramp. Yellow finishing shots do partial damage. Red shots do no damage.
- After the battle, rebuild The held ball joins the next battle. It gives two-ball protection and a short ball save. If both balls survive, you can lock it again after the battle. and four ramp pairs. A failed battle moves to the end of the cycle, so continue to the next battle.
Builds toward: Swarm and Annihilation
- Start the fifth battle at a flashing orbit arrow. Make orange-arrow shots around the playfield or spend Hack to raise the shield. Score Jackpots at the wall scoops behind it. Each Jackpot is multiplied by the number of balls in play. The battle cannot fail and ends when one ball remains. begins as an eight-ball multiball with no ball save.
Swarm scoring details
- Make orange-arrow shots around the playfield or spend Hack to raise the shield. Score Jackpots at the wall scoops behind it. Each Jackpot is multiplied by the number of balls in play. The battle cannot fail and ends when one ball remains.: Make orange-arrow shots around the playfield or spend Raises the shield so the right ramp and right scoop are open. Do not spend it while the shield is already raised. to raise the shield. Score Jackpots at the wall scoops behind it. Each Jackpot is multiplied by the number of balls in play. The battle cannot fail and ends when one ball remains.
- Win each normal battle. After the first cycle, the game repeats only the battles that you did not win.
- Win all eight earlier battles, then shoot the next flashing battle orbit to start battle 9, Annihilation.