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Biolab: Features, Rules, Modes, Scoring, Strategy, Achievements

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  • Biolab: Features, Rules, Modes, Scoring, Strategy, Achievements

    Abstract

    Biolab is one of the easier tables in the Pinball FX 2 Core Collection. While it may seem like a low scoring table, it offers several unique features that can yield extremely high scores. The proceeding guide will detail the table features, game modes, scoring strategies, and achievements. All information provided is derived from the original version of Biolab, released October 27, 2010.

    n.b. This document is protected by copyright. It is not to be reproduced elsewhere unless explicit permission has been granted by the author.



    The preceding overhead of Biolab was created by Cloda from images on Zen's official website.
    Annotations have been added and are referenced below in brackets.



    Table Features


    Dot Matrix Display (DMD)

    Along with the current score, Biolab's DMD displays the best score per minute as well as the score speed.


    Flippers (4)

    There are two flippers in standard position over the center drain. An upper left flipper [1] is attached to the left orbit. An upper right flipper [2] is attached to the left minor orbit.


    Slingshots (2) [3]

    The two slingshots are in standard position above the lower flippers. They are adorned with a grid of hex cells that fluctuate randomly (decoration only).


    Inlanes (3)

    There are two left inlanes and one right inlane. The innermost inlanes have blue frowning faces with yellow borders positioned above their rollovers. The exterior left inlane has a square box which changes color when the rollover is triggered.


    Outlanes (2)

    The left and right outlanes feature ball saver rollovers. Shooting the left ramp four times will light one of the corresponding Revive lamps. Hitting either slingshot will alternate the active Revive lamp if only one is lit.


    Skill Shot Vial [4]

    Biolab's skill shot uses a series of three holes situated in a vertical row above the plunger. Hitting the center hole gives the player a chance at a super skill shot.

    Hidden underneath the skill shot vial at the mouth of the right orbit is a hole that will award the player a bonus skill shot.


    Pop Bumpers (3) [5]

    The bumper value begins at 1,000 and can be increased to 1,000,000 points with 100 consecutive hits in a single ball. A 10,000 point bonus is awarded for bumper combo shots.

    Each bumper hit increases the upgrade max by 100,000 points for the remainder of the ball.


    Microcosmos [6]

    The Microcosmos is an offscreen minigame composed of a rotating circular maze. Its entrance is behind the eyepieceless stereo microscope in the upper right hand corner of the playfield.


    Upgrade Chamber [7]

    The upgrade chamber is located in the top left corner of the playfield. It features a tier of three colored rototargets (red, yellow, blue, green, purple, and random) moving at different speeds. The creature can be seen swimming in the incubation tank above the revolving targets.

    The main entrance is through the bar labeled Mission Hole in the front. There is a side entrance to the right which leads to the bumpers. The mission hole is located on the inside left of the chamber.


    Ramps (2) [8]

    The ramps are positioned to the left and right of the upgrade chamber. The left ramp terminates at the exterior left inlane. The right ramp terminates at the right inlane.


    Orbits (5)

    The main orbit [9] encircles the upgrade chamber, bumpers, and stereo microscope. Its left entrance is left of the left ramp. Its right entrance is to the left of the mutation hole.

    There is a minor orbit [10] cradled inside the right portion of the main orbit. Biolab's rule sheet and DMD refer to this as the minilane. Its left entrance is past the upper right flipper. Its right entrance is to the right of the Grumbler. There is a divider which separates the entrance to the right orbits, but it is obscured by the skill shot vial.

    The escape orbit [11] is located on the left side of the table. Its entrance is between two targets marked GET and OUT.


    Spinning Target

    The mutation spinner [12] is located at the mouth of the left orbit. It is deactivated at the beginning of the game and must be enabled by shooting the mutation hole.


    Standup Targets (6)

    The Grumbler [13] is a yellow triclops situated in the middle of the playfield. Each of its eyes is a target.

    On the left side of the table, there are two Erlenmeyer flasks filled with a green solution. Beneath them are two targets labeled GET and OUT.

    The magna saver is charged by a red target [14] beneath the skill shot vial. Once lit, it will remain charged for ten seconds. Press the launch button to activate the magna saver. Shooting the target when charged awards a 10,000 point overcharge bonus.


    Magnets (3)

    The magna saver is positioned underneath the center eye of the green creature holding cookies.

    A magnet underneath the escape orbit holds the ball in place during escape sequences.

    The Flux Wheel magnet will activate during the Perfect Organism wizard mode.


    Holes (4)

    The mutation hole [15] is positioned above the right slingshot, beside the red magna saver target.

    The mission hole [16] is located on the inside left of the upgrade chamber.

    The Microcosmos hole [17] is barely visible. It is located on the left orbit behind the upgrade chamber.

    The Microcosmos entrance [18] is at the top right of the table, behind the stereo microscope.


    Escape Playfield [19]

    There is a tilting mini-playfield on the bottom left side of the table that is normally stowed away. It will be activated during the two escape sequences (Get Away and Perfect Organism). The four gray symbols on the playfield can be turned to white by rolling over them. Once all four are white, an extra ball can be earned during the Get Away sequence.


    Flux Wheel [20]

    The Flux Wheel is located just above the professor's purple gloves. The rim will glow red when the magnet is active. A blue indicator lamp will blink to indicate required shots to initiate Flux Frenzy.


    Mutat-o-Matic Centrifuge [21]

    The centrifuge is located beneath the right flipper. Each colored test tube lid corresponds to a different mutation. The empty test tube with the white lid will hold any extra balls earned by the player (maximum of two).

    The active mutation will always be at the 10 o'clock position.


    Status Report

    Whenever the left or right flipper is held for ten seconds, the following values will scroll across the DMD:
    • Balls Locked
    • Extra Balls
    • Jackpot Value
    • Jump Species Bonus
    • Attempted Upgrades
    • Left Kickbacks
    • Right Kickbacks
    • Local High Scores


    Ball Saver

    The ball saver is active for thirty seconds whenever it is ejected from the vial after a skill shot. It will be activated by an outlane rollover if its Revive lamp is lit.


    Hazard Lights and Indicator Lamps

    Biolab provides spinning red hazard lights and blinking yellow lane lamps to denote shots required for the current objective.


    Audio Cues

    The professor and his nurse will provide cues for various events on the table. For the remainder of this guide, the professor's quotes will be in cyan, and the nurse's quotes will be in magenta.
    Last edited by blue; 07-29-2011, 08:42 PM.
    They took our pinball machines!
    Let's revolt, who's with me?
    Grab a pitchfork and come with Zen!

  • #2
    Table Rules


    Skill Shot

    A new creature is born!
    It's time to awaken, my children!

    Play begins by firing the ball into the skill shot vial. It will spin around the edge of the vial and come to rest in one of the three holes. The center hole is worth 200,000 points. The middle hole is worth 50,000 points. The outside hole is worth 2,500 points. If the ball does a complete rotation and hits both wire targets, the value is increased by a multiple of four.

    Earning an 800,000 point skill shot will give the player a chance at a super skill shot. The ball will be ejected along the minor orbit. Shoot the right ramp with the upper right flipper to collect an additional 800,000 points with a super skill shot.

    If the player shoots the ball into the secret hole underneath the skill shot vial, the ball will be returned to the plunger for a bonus skill shot.

    This room is off limits, to all but me!

    Bonus skill shots double the 4x multiplier. Hitting the center hole and right ramp shot yields 3,200,000 points.

    Super skill shots will not added as locked balls. If a ball is already locked in the tube, the current ball will become locked and the previously locked ball will be kicked into play.


    Grumbler

    The Grumbler's eyes will cycle from right to left and left to right. Each eye remains open for two seconds and offers a different opportunity shot:
    Left Eye = Left Kickback formula
    The player has twenty seconds to shoot the left ramp. If the kickbacks are full, an overcharge bonus will be awarded.
    Center Eye = Bonus Multiplier formula
    The player has twenty seconds to shoot the left minor orbit to increase the level of the bonus multiplier. No bonus is awarded if the multiplier is at 10x.
    Right Eye = Right Kickback formula
    The player has twenty seconds to shoot the right minor orbit. If the kickbacks are full, an overcharge bonus will be awarded.


    Left Ramp

    Hitting the rollover on the left ramp inlane at any time during play will cycle the left ramp between the following awards: Twister, Jackpot, Nursery. The current award is visible on the sign by the left ramp as well as the colored square above the inane. Hitting the left ramp will activate the corresponding reward, then cycle it to the next one via the inlane rollover.
    Twister
    Awards a random, progressive bonus. This begins at ~20,000 points and builds to an even 1,000,000 after seven or eight collections (at which point it cycles back to the beginning).
    Jackpot
    Awards 10,000 points and permanently increases the Clone Multiball jackpot by 25,000 points.
    Nursery
    Awards 25,000 points and enables Nurse the Creature.


    Nurse the Creature (Video Mode)

    After the rollover on the left ramp inlane is triggered, the player has fifteen seconds to get the ball into the mutation hole. This will begin Biolab's only video mode. When the creature laughs, use the left trigger to spoon feed it. When the creature cries, use the right trigger to give it flowers. Pressing the wrong trigger or not responding fast enough will end the mode.
    Level 1
    Nurse 3 times (1,000 points each)
    5 seconds to react
    Reward = 1,000,000
    Level 2
    Nurse 7 times (5,000 points each)
    1.5 seconds to react
    Reward = 5,000,000
    Level 3
    Nurse 11 times (50,000 points each)
    0.5 seconds to react
    Reward = Extra Ball (or 500,000 if a player has earned two extra balls)


    Microcosmos

    Each time the ball rolls into the Microcosmos eject hole on the left orbit, a green lamp will become lit on the stereo microscope. When the third lamp is lit, all three will blink. A hard shot to the left orbit will send the ball careening across the top of the table and into the stereo microscope. The player is given five seconds to choose between playing the Microcosmos minigame or taking a 25,000 point payout.
    Level 1

    The player has 10 seconds to collect the cookie in the center and exit the maze.
    30k base
    25k for cookie
    100k for success = 155,000 points
    Level 2

    The player has 20 seconds to collect three cookies and exit the maze.
    500k base
    100k + 200k + 300k for cookies
    200k for success = 1,300,000 points
    Level 3

    The player has 30 seconds to collect three cookies and exit the maze.
    1 million base
    250k + 500k + 750k for cookies
    300k success = 2,800,000 points

    Successfully completing all three levels and initiating level one a second time will award a Cookie Hunter bonus worth 1,000,000 points.


    Cookies

    Each slingshot hit produces a cookie crumb. Ten hits awards a cookie worth 10,000 points.

    A cookie! You've earned it.

    Cookies award a progressive 10,000 point bonus (i.e. two cookies in the same ball are worth 20,000, three cookies are worth 30,000, etc.). Complete the wizard mode to receive one million points for each earned cookie.


    Clone Multiball

    This is the first of Biolab's two multiball modes. To light the lock, a player must increase the pressure level to 100%.

    Splendid, chamber pressure is on the rise.

    This is done by hitting orbit and ramp shots. Shooting the minor left orbit seems to increase pressure the fastest. The right ramp shot gives pressure awards depending on the amount of steam collected. The pressure level will decrease 1% per second unless the lock is lit at 100%.

    Chamber pressure is perfect! Nurse, ready the clones.

    Iin the middle of the long glass tube, a red lever will be raised. Shoot the right ramp to lock a ball and receive 500,000 points. Once three balls are locked, Clone Multiball will begin.

    Yes! The clones are beautiful!

    The base value for the jackpot begins at 100,000 (it can be permanently increased during normal play via the left ramp). Hitting the orbits and targets will increase its value for the duration of Clone Multiball. Hitting the left or right ramp will award a jackpot. After two or more jackpots have been awarded, the upgrade chamber's hazard light will spin. Shooting the mission hole will award a super jackpot worth the current number of jackpots collected (i.e. 3 jackpots at 500,000 each will award a super jackpot worth 1,500,000 points).

    Once two balls have drained, play resumes as normal.


    Combo Shots

    Hit the ramps and orbits in succession to earn a combo bonus worth 100,000 points. A double combo shot worth 400,000 points. A hyper combo of three shots is worth 1,000,000 points. Five perfect combo shots begins the Flux Frenzy mode.

    Nice shot!


    Flux Frenzy

    The second of Biolab's multiball modes can be started in two different ways. The first method mentioned above requires five combo shots. The more reliable method is to hit either of the slingshots to light one of the blue frowning faces over the inlanes. When the right rollover is lit and triggered, it will cause the left orbit to blink yellow. When the left rollover is lit and triggered, it will cause the right orbit to blink yellow.

    Hurry up!

    The player has seven seconds to shoot the blinking orbit.

    The wheel is in motion. Keep the impulses coming!

    The Flux Wheel will begin spinning. When it stops, the blinking blue arrow will indicate the necessary orbit (also blinking yellow). Shoot the orbit before the seven second countdown expires.

    Keep on going!

    Repeat this process until Flux Frenzy begins.

    Finally, the Flux is self supporting now. Let the current flow!

    The Flux Wheel will now perpetually spin and a second ball will be added. Each ramp and orbit is worth 500,000 points. Ten shots will add a third ball into play. When one ball remains, play will resume as normal.


    Mutations

    The mutation spinner is disabled at the beginning of a game. Enable it by shooting the mutation hole.

    Mutation started.

    Shooting the mutation spinner activates the centrifuge. Each test tube corresponds to a specific mutation:
    • Goose Bumps - Variable point award with unique DMD animation
    • Freezing Breath - Lights the Freeze lamp for thirteen seconds
    • Sleepy Flux Wheel - Increases the time limit for activating Flux Frenzy
    • Evolution - Drops any remaining rototargets and begins Monster in the Tube
    • Feathered Tongue - Variable point award with unique DMD animation
    • Big Foot - Variable point award with unique DMD animation
    • Bonus Multiplier - Increases the table multiplier by one factor
    • Mega Spinner - Mutation spinner awards 120,000 points per revolution for a single spin
    • Small Horns - Variable point award with unique DMD animation
    • Bonus Skill Shot - Returns the ball to the plunger for a bonus skill shot (8x)
    • Extra Tilt Warning - Adds a third warning (Gulp!) before the table will tilt
    • [empty tube] - Awards an extra ball (see below)
    Last edited by blue; 02-16-2011, 10:46 AM.
    They took our pinball machines!
    Let's revolt, who's with me?
    Grab a pitchfork and come with Zen!

    Comment


    • #3
      Shooting the mutation hole twice more will cause the solution to be deposited into the Mutat-o-Matic. The colored liquid will flow around the table and into the incubation tank, awarding the mutation.

      After three successful mutations, a final shot to the mutation hole will earn an extra ball. Mutations will be disabled. Each shot to the mutation hole will award a 1,000,000 point Mutant bonus.

      Mutation progress resets whenever the ball drains.


      Get Away

      Shatter the Erlenmeyer flasks by hitting the GET and OUT targets. After the second target is hit, the player has twenty seconds to shoot the escape mini-orbit. The ball will be held in place by the escape magnet.

      Farewell little creature. Take care of yourself.

      The tilting mini-playfield will extend over the inlanes, and the jump sequence will begin on the DMD (Wait for jump!). The creature will begin to bounce on a trampoline. Hit the launch button as Press jump! appears on the DMD.

      The ball will ascend into the wire rail and be released onto the tilting platform. Use the left trigger to pull it down to the left corner. The ball will be sucked into the tube, and the tilting playfield will be stowed away.

      A ten second countdown will begin as the tube extends and fires the ball onto the playfield. The player has less than seven seconds to escape via the mutation hole. Successfully escaping awards all of the collected upgrade bonuses since the previous escape attempt. Play resumes with a free skill shot (4x).

      If the four symbols on the tilting mini-playfield have been lit, an extra ball will be awarded upon escaping.



      Upgrades


      The object of Biolab is to build the Perfect Organism by completing a series of upgrades. To initiate an upgrade sequence, the player must drop each rototarget ring. When a target is hit, the Creature's body part changes accordingly.

      New leg structure invented.

      The ball will be ejected from the Microcosmos hole and the leg rototarget will be removed.

      New body structure invented.

      The ball will be ejected from the Microcosmos hole a second time, and the body rototarget will be removed.

      And now, for the genetic sequencing.

      The ball must enter the mission hole in order for the upgrade sequence to begin. If the ball pops out of the upgrade chamber after the head rototarget is hit, the upgrade wheel will reset and the process will need to be repeated.

      New head structure invented.

      The head rototarget will be removed and Monster in the Tube will begin.

      Building a creature with the same three colors will award a Cute Creature bonus worth 500,000 points.

      Awww, it's so cute!

      Building a creature with the three random targets will award a 5,000,000 point Easter Egg bonus.

      I am the greatest genius of all time.


      Monster in the Tube

      The player has five seconds to choose from one of the following upgrades. After three upgrades are completed, the fourth will begin automatically.

      A successful upgrade will award a portion of the bonus depending on the requirements completed for the mode. The upgrade max begins at 5,000,000 points each game. It is increased by 100,000 point with each bumper hit. This value resets after the ball is lost. Every completion of the wizard mode permanently increases the upgrade max by 5,000,000 points.

      Failure to complete an upgrade will require it to be repeated.

      What happened? A disaster...I...I have to start all over!


      Wisdom

      Its brain signals show a hunger for learning.

      Help your creature embrace knowledge with repeated skill shots.

      The wisdom upgrade requires the player to make a series of skill shots. This begins at three and increases by one each time the wizard mode is completed. Each successful skill shot awards 800,000 points. When a skill shot is missed, the ball will be ejected through the mutation hole. The player has ten seconds to hit the mission hole and return the ball to plunger for another attempt at the remaining skill shots.

      Successfully completing the wisdom upgrade awards the upgrade max. Play resumes with a free skill shot (4x).


      Reflex

      Its spinal cord now reacts to stimulation.

      Test your creatures reflexes by repeating any orbit or ramp shots.

      The reflex upgrade requires the player to make three separate combo shots. The ball saver will be active for about forty seconds. Shooting an orbit or ramp will activate its hazard light. The player has ten seconds to repeat the shot with either of the balls.

      Each combo shot awards one million points, up to the current value of the upgrade max. Play resumes as normal when one of the balls drains.


      Muscle

      Its muscles are starting to react.

      Increase creature's willingness to work out with the charger-lift the weight with the buttons!

      The muscle upgrade requires the player to hit any of the six targets or upgrade rototargets. Each hit awards a Defy Gravity bonus worth less than 30-60,000 points. A minimum of two hits is necessary to complete the mode.

      A timer will count down from 100.00 (twenty seconds). Hitting the magna saver target will increase the timer by 200.00 (forty seconds). If the ball drains after two hits but before the timer reaches zero, the upgrade will still be successful.


      Brains

      Its neurotic pattern is twisted.

      Bestow omnipotence [omniscience!] to the creature by connecting his brain to the supernatural! Steer the mini playfield with the left and right flipper buttons. The launch button skips the task.

      The Brains upgrade occurs offscreen in the Microcosmos playfield. Use the flipper buttons to rotate the table left and right. The maze will differ between games, but it will remain the same each time through the Brains upgrade during the current playthrough.

      The clock will countdown one second for every 100,000 points of the upgrade bonus. If stuck, press the launch button to release the maze and drop the ball to the exit.


      Perfect Organism (Wizard Mode)

      After all four upgrades have been completed, initiate a final upgrade sequence to start the wizard mode.

      Finally, the perfect organism is nearly done!

      The glass will shatter, and the creature will vanish from the incubation tank.

      Oh no! My perfect creature got loose!

      Stage 1 - System Overload

      All systems down. We have to restart the computer.

      The player must hit all five orbits in any order:
      • Left orbit
      • Right orbit
      • Left minor orbit
      • Right minor orbit
      • Escape mini-orbit

      Every ten seconds, the Flux Wheel will glow red. There is a magnet positioned underneath that will pull the ball in towards the center of the table.

      The first orbit is worth 100,000 points. Each subsequent orbit doubles this value, with the fifth orbit awarding 1,600,000 points.

      Stage 2 - System Rebooted. Jar Vulnerable.

      The player must hit the mutation hole worth 2,000,000 points.

      Stage 3 - Get to window. Dodge the staff!

      Oh no, my beloved cookie jar!

      The professor and the nurse will appear on the DMD. Shoot the left ramp to remove the professor and the right ramp to remove the nurse. Each shot awards 3,000,000 points.

      The ball must hit the rollover at the end of each ramp for the shot to count. If a shot to the left ramp is not timed correctly, the magnet will pull the ball out of the inlane before it can hit the rollover.

      Stage 4 - Good job now escape!

      The Flux Wheel magnet will deactivate. Shoot the escape orbit. The ball will be held in place by the escape magnet.

      Farewell little creature. Take care of yourself.

      The tilting mini-playfield will extend over the inlanes, and the jump sequence will begin on the DMD (Wait for jump!). The creature will begin to bounce on a trampoline. Hit the launch button as Press jump! appears on the DMD to earn 1,000,000 points.

      The ball will ascend into the wire rail and be released onto the tilting platform. Use the left trigger to pull the ball down to the left corner. The sewer grate will pop open, and 1,000,000 points will be awarded for each cookie collected (up to 10 cookies). The cookie bonus will be increased by one million points (up to a maximum of 5,000,000 per cookie) each time the wizard mode is completed.

      The wizard mode ends with an award of 10,000,000 points. The upgrade indicator lamps will reset and the upgrade max will be permanently increased by five million points. Play resumes with a free skill shot (4x).


      End of Ball Bonuses

      Imbecile! Don't lose that!
      This setback is only temporary. The world shall be mine!
      • Jump Species Bonus - Increases with each skill shot (1/10th value)
      • Creature Bonus - Increases with each successful upgrade
      • Reservoir Bonus - Increases each time the wizard mode is played?
      • Escape Attempts Bonus - Increases by 5 million with each escape attempt
      • Frenzy Bonus - Increases by 1 million with each play of Flux Frenzy
      • Multiball Bonus - Increases by 5 million with each play of Clone Multiball
      • Transformation Bonus - Increases by 10,000 with each rototarget hit

      The bonus multiplier can be increased up to five times (2x, 4x, 6x, 8x, 10x) by shooting the Grumbler's center eye, then hitting the left minor orbit within twenty seconds.
      Last edited by blue; 02-16-2011, 09:31 AM.
      They took our pinball machines!
      Let's revolt, who's with me?
      Grab a pitchfork and come with Zen!

      Comment


      • #4
        Scoring Strategy


        This section of the guide will be more subjective.


        Skill Shot Tips

        It is imperative that the player masters the skill shot (and right ramp/super skill shot). There are various methods of hitting the center hole reliably (best to worst):
        1. Press A to launch the ball with full plunger strength. It will make two full rotations around the upgrade vial. As the ball reaches its apex, gently press the analog stick to the right to nudge the ball slightly left. This will give it just enough oomph to continue its trajectory into the hole.

          A variation on this method is to nudge slightly harder as the ball touches the right 4x sign.

          Occasionally the ball will only make one rotation, preventing this method from working. In rare instances, the ball will fall into the center pocket without assistance.

        2. Pull the plunger halfway so that the edge of its meniscus is just above the middle line. Releasing the ball will cause it to do one full rotation before sailing into the pocket without nudging.

        3. Pull the plunger halfway so that the edge of its meniscus is just below the middle line. The ball should fire straight up and fall into the pocket. This method is only recommended for the Brains upgrade since both 4x targets must be lit to receive the bonus.

        The super skill shot is simple to hit with practice. Fire as the ball travels halfway across the flipper. During normal play, the ball can be trapped by the upper right flipper for easy ramp shots.

        Use the right flipper to bounce the ball off the middle eye of the Grumbler and into the secret hole. This provides an easy 3,200,000 points with both skill shots, and the ball saver will be activated for thirty seconds.


        Stacking Bonuses

        The key to raking in points on any pinball table is to build jackpots and bonuses as high as possible.

        Biolab can give the illusion of being a low scoring table since its wizard mode is easy to complete (the reward is low and there is no frenzy). This ends up working in the player's favor when upgrade bonuses are stacked across successive completions.

        The following features can produce incredible scores when used together:
        • The bumper value will be increased to 1,000,000 points per hit after 100 hits (for the remainder of the ball).
        • The upgrade bonus is temporarily increased by 100,000 points with each bumper hit.
        • The upgrade bonus is permanently increased by 5,000,000 points with each wizard mode completion.
        • The Get Away sequence allows the player to earn upgrade bonuses twice each time through the game.
        • The Clone Multiball jackpot can be permanently increased by 25,000 points with the left ramp.
        • There are three opportunities to earn an extra ball, all of which use the mutation hole.

        The majority of points will come from Brains, Wisdom, Get Away, and Clone Multiball.

        Always finish the Muscle and Reflex upgrades as quickly as possible to avoid losing a ball.

        For the Muscle upgrade, hit the Grumbler twice, then trap the ball until the timer runs out.

        It's best to start the Reflex upgrade after a Clone Multiball sequence so that the second ball is fired from the plunger. Allow the first ball to eject from the Microcosmos hole and fall down the table. It will bounce off the left flipper and hit the right one. Either aim for the left ramp, or trap the ball and send it up the right minor orbit. The second ball will have launched during this time and should be arriving from the mission hole.

        Another trick is to trap a ball in both of the right flippers. Release, roll, shoot. With proper timing, the upper ball will sail into the right ramp and award a jackpot. The lower ball should climb up through the right minor orbit and end at the upper flipper for an easy trap. Meanwhile, the upper ball will be returned to the bottom right flipper via the glass tube, allowing the process to be repeated. An easier variation of this technique is to use a slingshot pass while the upper ball is trapped, then shoot the orbit with the left flipper.

        Remember that the ball saver is active for forty seconds at the beginning of the Reflex upgrade. If the balls stack together, use this to separate them for easier combo shots.

        The Brains upgrade provides an easy bonus once the maze for the current play has been memorized.

        Finish the Wisdom upgrade last. The player is given an extra skillshot after completing it, which will activate the ball saver for thirty seconds. This is useful for starting the Get Away sequence.

        Always attempt an escape before activating the Perfect Organism. Use a right flipper trap and hit the ball with the edge of the flipper. The left Erlenmeyer flask (GET) is harder to break than the right one (OUT), but both targets and the orbit can be reliably hit with right flipper shots. Another method for hitting the GET target is to send the ball up the left ramp inlane.

        Ignore the extra ball lamps on the tilting mini-playfield when attempting to collect double upgrade bonuses. Play it safe and pull the ball down into the corner with the left trigger. Use the strategy below to hit the mutation hole as quickly as possible.

        There are no time limits during the Perfect Organism. Take slow, deliberate shots that are timed to avoid the Flux Wheel magnet. The ball can be trapped with the upper right flipper to avoid the magnet's pull.

        The required number of skill shots for the Wisdom upgrade will increase by one each time the wizard mode is completed. The other upgrades are not affected.

        Clone Multiball is an excellent way to score massive points once the jackpot has been increased via the left ramp inlane. Still, a player should initiate it as often as possible; with a 10x multiplier, each play is worth fifty million points during the end of ball bonus. The extra balls are also useful for bumper shots, which offer easy points when maxed and have the added benefit of increasing the upgrade bonus.


        Mutation Hole Tips

        This is the hardest shot on the table. There are several methods to hit it reliably (best to worst):
        1. As the ball is falling toward the drain, scoop it with the right flipper. It should travel halfway up the right inlane. Continue to hold the right flipper as the ball begins its descent. It will glide across 3/4 of the flipper, then start to roll back to the right. Fire the flipper just after the halfway point. The ball should sail into the hole.

          This method will not work as well when the ball enters the right inlane from the top. It needs to be traveling at a slower speed.

          Occasionally the ball will bounce off the slingshots and travel up the right inlane after it is ejected from the hose. Be prepared to sink the ball into the mutation hole with an easy backhand.

        2. When the ball is descending from one of the left inlanes, hit it with the extreme edge of the left flipper. It should travel onto the right flipper, climb up the right inlane, and fly into the mutation hole. This method is very effective once the ball skips to the right flipper, but it's difficult to get the proper speed.

        3. As the ball descends from the left ramp inlane, use a smooth shot with the end of the flipper to sink the ball.

        4. Trap the ball with the left flipper, then fire as it slides to the edge. This is the safest and easiest to perform shot, but the ball will often pop out of the hole.


        Keeping the Ball Alive

        Biolab's kickbacks are easy to activate via the Grumbler.

        Keep the Revive lamps lit with left ramp shots.

        Remember to hit the magna saver periodically. If the ball falls past the flippers, use it immediately to pull it out of the drain.

        Always be ready with a slap save on failed left ramp shots. A hard nudge while the ball is descending from the ramp will avoid the risk of going SDTM.

        The ball is frequently ejected from the Microcosmos hole. It will naturally fall down to the left flipper and bounce over to the right one.

        Biolab is a good table on which to practice and execute death saves due to the mutation which offers an extra tilt warning.



        Known Bugs


        Ball becomes stuck in mission hole during Clone Multiball

        If two or more balls enter the mission hole in rapid succession, one of them can become stuck. When the remaining balls drain, the creature will laugh continuously. 1,000 points will be awarded 2-3 times a second for the mission hole, and the 500,000 point Cute Creature bonus will pop once or twice a minute. The 5,000,000 point Easter Egg bonus may also be awarded.

        While it seems like the ball is perpetually stuck, it will enter the mission hole or pop out of the upgrade chamber in five to ten minutes. It's best to avoid any chance of this bug occurring by keeping the balls separated during Clone Multiball.


        Ball disappears on right ramp

        The ball can become stuck on the mouth of the glass tube attached to the right ramp. When this happens, the ball will be returned to the plunger within ten seconds.


        Dot matrix display vanishes

        During a countdown sequence, the DMD can occasionally disappear. Only the numeric countdown will remain visible until the timer reaches zero and the DMD switches to a new graphic.



        Achievements

        Cozy Cookie - 5 G
        Earn one million points.

        Diamond Plated Needle File - 15 G
        Light the GET OUT targets, enter the sewer through the tilting mini-playfield, then escape to the surface via the mutation hole.

        Cookie Jar - 30 G
        Successfully complete the wizard mode (see above).



        Addendum

        Thanks to Zen for making such an amazing table!

        Any questions about Biolab or this guide are welcome.
        Last edited by blue; 02-16-2011, 04:07 AM.
        They took our pinball machines!
        Let's revolt, who's with me?
        Grab a pitchfork and come with Zen!

        Comment


        • #5
          Awesome guide. Very detailed. I didn't care for this table too much at first but since I have spent some time with it... it's really starting to grow on me

          BTW, congrats on rocking the tourney and blowing everyone's scores out of the water.

          Comment


          • #6
            Excellent guide Blue... With this you have set the standard for all future guides. Looking forward to your strategy section.

            By working through this guide you are giving me a glimpse as to how a skilled and practised player observe, annalize, plan for and play a table to its full scoring potential. Thanks for that... I'm sure that my success on this and other tables will be greatly enhanced by learning from you through this guide. I hope you will bless us in future with similar guides for the other tables.
            Last edited by Cloda; 01-30-2011, 04:35 AM.
            XBox One Gamertag - PinStratsDan

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            Cloda's somewhat vain and sort of self-indulgent thread

            Comment


            • #7
              awesome guide helped me a lot THANKS

              Comment


              • #8
                Amazing guide blue.

                I have a question about getting the ball to the pop bumpers, and I believe what you refer to as the minilane in the guide.

                Sometimes when I hit the ball with the upper left flipper into the minilane, it ends up curling into the pop bumpers. Other times (like when collecting multiplier grumbler), it will do the "normal" thing and fall down towards the left flipper. Is there a diverter here, or are there 2 shots here that are really close to each other that are always available? If there is a diverter, how do you control it?

                Thanks
                -ZodiacMunch

                P.S. Congratulations on your biolab tournament score. I thought you would put up a huge one, but I wasn't expecting that!

                Comment


                • #9
                  I appreciate all the compliments.

                  Originally posted by ZodiacMunch View Post
                  I have a question about getting the ball to the pop bumpers, and I believe what you refer to as the minilane in the guide.

                  Sometimes when I hit the ball with the upper left flipper into the minilane, it ends up curling into the pop bumpers. Other times (like when collecting multiplier grumbler), it will do the "normal" thing and fall down towards the left flipper. Is there a diverter here, or are there 2 shots here that are really close to each other that are always available? If there is a diverter, how do you control it?
                  Good question. There is no diverter. In fact, there is no upper wall on the left minor orbit.

                  As seen here, the left minor orbit opens to the bumpers just past the rollover. If the shot from the upper left flipper is early, it will hit the interior wall and be deflected up into the bumpers.

                  P.S. Congratulations on your biolab tournament score. I thought you would put up a huge one, but I wasn't expecting that!
                  Thanks! I did get a little carried away, but this is by far my best table. I wanted to break 100 billion on at least one of them (there's actually a listing for this in the stats!), and I knew it was possible after the 15 billion point game I posted before the tournament began.

                  I figured the scores would have been much higher considering the excellent prize packages on the line. It's a shame not as many people participated in this tournament; Biolab is such a fun, vibrant table.
                  Last edited by blue; 01-31-2011, 02:38 AM.
                  They took our pinball machines!
                  Let's revolt, who's with me?
                  Grab a pitchfork and come with Zen!

                  Comment


                  • #10
                    The mutation info was really helpfull. I've been trying to figure that out for awhile now. Glad someone else did. Also on the muscle upgrade hitting the orbits extends the time as well. I can see why you say just hit the targets twice and trap, as the few million you can get from it aren't really worth it (espessly when you're scoring in the Billions!). But, the option is there to get a few mil by keeping the timer going, also hitting the mission hole "lifts" the weights.

                    EoB break down also very helpfull.

                    Comment


                    • #11
                      Excellent guide!!!!!!!!. I hope you are a Zen programmer, if not i would be a little bit sad about a guy who spend so much of his time (first playing, then writing this guide) on a pinball game.................

                      Comment


                      • #12
                        There's no reason to feel sad...I don't!

                        Writing and pinball have been hobbies of mine since childhood. My background is in scientific research; Biolab feels like a gift from The Old Ones, plucked from Cthulhu's noodly appendages.
                        They took our pinball machines!
                        Let's revolt, who's with me?
                        Grab a pitchfork and come with Zen!

                        Comment


                        • #13
                          Originally posted by MAXIBODYALIVE View Post
                          Excellent guide!!!!!!!!. I hope you are a Zen programmer, if not i would be a little bit sad about a guy who spend so much of his time (first playing, then writing this guide) on a pinball game.................
                          I don't think he is but, as far as I know blue did win the biolab tourney and most of his scores are in the top 5 for alot of tables, all in the billions so, I'd trust the info eaither way.

                          Comment


                          • #14
                            Originally posted by blue View Post
                            There's no reason to feel sad...I don't!

                            Writing and pinball have been hobbies of mine since childhood. My background is in scientific research; Biolab feels like a gift from The Old Ones, plucked from Cthulhu's noodly appendages.
                            It shows in your ability to dissect every possible aspect of the table with insight that can only come from years of relevant experience and in the way that you can then very clearly and succinctly state it so that there is no doubt as to what you are aiming to explain. I doubt that I will ever have your gift of writing but I sincerely hope that I will be able to attain your level of pinball wizardy... and I also don't mind putting in an unearthly amount of hours to get there (just ask my wife)

                            Blue will you please consider writing a guide for how you approach and then decipher a new table. I really have no idea how you manage to determine e.g. what triggers what and then how much each mode score while the game is in play. I can just about focus on keeping the ball alive and follow other peoples guides to make further progress. My current playing style and technique just don't allow me to figure things out.
                            Last edited by Cloda; 02-01-2011, 04:09 AM.
                            XBox One Gamertag - PinStratsDan

                            Pinball FX3 Tips & Strategy Guide YouTube Channel - PinStratsDan

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                            Cloda's somewhat vain and sort of self-indulgent thread

                            Comment


                            • #15
                              I'm nowhere near the caliber player of a lot of the guys on here, so these guides are beyond helpful to me. I appreciate the time and effort put forth by everyone who has taken the time and effort to put together a guide. That being said, this is the gold standard. The detail is so concise, I simply refuse to believe it could have been done any better. I'd have paid for this guide. It takes a truly brilliant person to be able to play the game, and simultaneously be able to recall what actions trigger which events. There's a comment in another tread titled "top score in biolab tournament is literally unbelievable." After reading your guide, it is more than apparent that your understanding of the ins and outs of this table are so comprehensive, that with an equal heaping of skill, I can totally see you hitting that score. I put up 70M on this table the other day, just shy of double my previous best...and I felt really good about it. LOL Kudos to you for being able to absolutely destroy this table.

                              In the future, I hope you can record some of your games. Even your "half-assed" runs would provide someone like me tremendous insight on how you go about attacking a table, and would add an extra layer to your guide that can't be described with words.
                              From me to you...thank you for this guide. I hope there's a day in the future where you tackle another one.


                              To the guys that spend the time to make these guides, in whatever capacity you're able to do so, I'm really thankful. A lot of people think pinball is just, whacking a silver ball around the table and trying to keep it from draining. They just don't have any idea, do they.

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