Star Wars: Calrissian Chronicles

> "Smuggler? Such a small word. I'm more like a galactic entrepreneur."
>
> - Lando Calrissian

***Star Wars: Calrissian Chronicles*** is a pinball table based on the character Lando Calrissian's appearances in various *Star Wars* media under the most recent continuity. It is one of a multitude of *Star Wars* Zen Pinball tables available for *Pinball FX 3* and the macOS version of *Zen Pinball 2*, released as part of the *Solo: A Star Wars Story* DLC pack in September 2018. The table explores the various adventures of Lando Calrissian, a smuggler turned general of the Rebel Alliance and an old friend of Han Solo during the reign and eventual fall of the Galactic Empire.

## Table overview

### The upper half of the table

The entire table is designed to be themed around Cloud City, a mining colony on the tibanna-rich planet Bespin, where Lando Calrissian is first introduced in *Star Wars: Episode V - The Empire Strikes Back*. The back wall of the table depicts buildings in Cloud City. A habitrail runs along this wall from the back right corner to the left, dropping the ball backwards down the table's left orbit, although a diverter midway through this habitrail sends every other shot up this habitrail down to a habitrail intersection described later in this section and eventually into a short tunnel into the leftmost inlane. This habitrail is the exit habitrail of a long right ramp also described later in this section.

An irregular, asymmetrical orbit wraps around most of the table's lanes, with a regular left orbit gated by a spinner marked with a Rebel Alliance emblem. The other side of this orbit is an upper loop entrance that wraps around a blockable large multi-purpose sinkhole that features blue holograms, with a toy model of Lando's *Millennium Falcon* as it appeared before Han Solo won it from him. The apex of the left orbit has a dropdown to a bumper area gated by 3 rollovers each containing 2 letters that spell the word FALCON. Balls that drop through these 3 bumpers either drop into a sinkhole that takes balls to the mission sinkhole further down the table to kick out from, or feed the upper flipper.

Between the bumper area and the large multi-purpose sinkhole are the table's two middlemost lanes: a captive ball with a target right behind it and a central ramp that curves right behind the multi-purpose sinkhole, briefly running parallel with the right ramp before emptying into an exit habitrail that merges into a short habitrail leading to the right inlane. The captive ball has letters in front of it spelling SMUGGLER. To the right of the left orbit's entry point is a reverse scoop that feeds the tunnel to the leftmost inlane.

To the right of this scoop is the left ramp, which curves right to a habitrail above the bumper area, reaching the habitrail intersection where it crosses with the alternate branch of the right ramp's habitrail. This intersection may divert balls to a perpendicular habitrail. The left ramp's habitrail eventually merges with the center ramp and skill shot habitrails into a single one leading to the right inlane. In front of the upper loop is a crossramp providing an alternate, branching entry into the right ramp. Three target posts representing coaxium vials, spelling the first three letters of Lando's name, are placed at the corners of the reverse scoop and left ramp.

### The lower half of the table

Both the upper loop and side ramp are accessible via the upper left flipper, installed near the entrance of the left orbit and embedded on the outer right wall of a platform where a figure of an Imperial Stormtrooper may stand. The mission sinkhole, which also functions as a kicker to pop the ball back into play, is placed in front of a small, triangular platform wedged between the right ramp's two entrances. It is flanked by two more coaxium vial target posts that spell the last two letters of Lando's name. The right ramp itself is marked with the letters of "LOBOT", Lando's cybernetically-impaired companion.

The merged habitrail leading down the right inlane travels above a platform between the playfield and plunger shaft containing Sabacc cards. There are three rows of drop target tracks placed in front of the table's left and central lanes that can pop up cardboard targets of such cards, or enemies that Lando encounters, during certain missions and side modes. A closet containing the many pieces of attire Lando has worn is embedded in the left table wall near the left outlane.

There are 2 slingshots, 5 return lanes, and 2 flippers at the front of the table. Each outlane is guarded by a subway kickback that returns the ball to the mission sinkhole. The left return lanes spell HAN, the first name of Lando's old acquaintance, Han Solo. The right return lanes spell L3-37, a female droid that accompanied Lando, with each lane spelling 2 characters of her name. Lamps for bonus multipliers are present near the flippers.

The left slingshot is topped with a miniature board of Dejarik, or holo-chess, while the trapezoidal right slingshot is topped with a small token replica of Lando's *Millennium Falcon*. Behind this slingshot is a card-shaped target bank that spells SABACC, with 2 letters per target. There is also an extra ball standup target behind the back corner of the left rebound, right next to the exit of the left inlane tunnel.

The left apron contains a smuggling compartment where balls locked for the Millennium Falcon multiball roll to. A figure of young Han Solo, as he appeared in the 2018 film *Solo: A Star Wars Story*, may walk up here. The right apron contains a figure of Lando, whether it may be his younger appearance in *Solo: A Star Wars Story*, or his original appearance in *The Empire Strikes Back*. It also contains lamps to indicate which of the two optional multiballs are active.

### The plunger

The plunger is shaped into the SE-14 blaster pistol Lando had in *Solo: A Star Wars Story*. It is a spring-loaded mechanism that launches the ball up a straight shaft that briefly turns left and splits into two drop-down exits: a straight exit that drops the ball backwards down the entrance of the right ramp and a perpendicular exit marked with a yellow triangle arrow that drops the ball down a very short habitrail that merges into the habitrail destined for the right inlane.

The skill shot is a 3-part sequence of timed shots. The player must first apply about 70% power to the plunger to launch the ball, such that the ball is sent down the perpendicular exit and into the right inlane. A successful skill shot will open a time-limited chance to execute a super skill shot by hitting either the reverse scoop or left ramp, which will then light the mission sinkhole to instantly start one of the five main missions. The value for each shot during the skill shot sequence starts at 500,000 and increases by 250,000 with every four hits to the target above the left slingshot, maxing at 2 million points.

## Objective and missions

The goal of this table is to relive major moments in Lando Calrissian's journey through five main missions. To start a mission, the player must hit the mission sinkhole 3 times (or complete the **super skill shot** to start one instantly). Each mission is based on one particular work of *Star Wars* media and consists of multiple steps to complete, each having their own time limit. All five missions must be completed successfully to unlock the wizard mode, but not necessarily with a single ball, as mission progress is saved between steps; however, the wizard mode will score more if you play each mission perfectly on the first go. (*Most steps fall into different categories, with different rules and instructions for each step type, ie. Portal also designed by Thomas Crofts. See the "Common mission step types" sub-section for details.*)

The step completion value for each mode starts at 500,000, and can be increased by 50,000 by hitting the upper loop enough times; while the mission completion value starts at 5 million, and can be increased by 500,000 by hitting the side ramp enough times.

The following five missions must be completed successfully to unlock the wizard mode:

* *Mission 1* - ***Solo: A Star Wars Story***: In the 2018 film of the same name, Lando Calrissian's first meeting with the young smuggler Han Solo is chronicled. Han approaches Lando to ask about one of his ships that would help him pull off a life-changing heist - the *Millennium Falcon.*The two briefly work together to journey to Kessel and steal coaxium, vital for hyperspace jumps.
	+ Han steals a shipment of coaxium from Quinlan Vos on Vandor and must escape the planet, which the player does by executing a **Multi-Purpose Sinkhole Shot** marked "Coaxium".
	+ Han plays a game of Sabacc against Lando to try and win the *Falcon* from him. The player assists Lando in winning the game to keep his ship by completing **Drop Target Sabacc** against Han.
	+ Lando keeps the ship but agrees to welcome Han's band of smugglers aboard it, and the ship begins traveling to Kessel. To make the journey, the player must complete a **Four-Lane Sequence**, with score penalties for making wrong shots and an extra score bonus for a flawless completion of the step.
	+ The ship must then jump into hyperspace to Kessel by executing a **Multi-Purpose Sinkhole Shot** marked "Hyperspace".
	+ During the mission to smuggle raw coaxium in Kessel, the smugglers are confronted by the greedy Pyke Syndicate and must defeat them in a shootout. A second ball will be launched into play and a **Drop Target Battle** will start against 3 Pyke Syndicate members. (*If time runs out, the flippers will be disabled, the balls will drain, and a new ball will be shot back into play.*)
	+ The smugglers must finally escape Kessel, which the player does by executing a **Multi-Purpose Sinkhole Shot** marked "Falcon". (*If two balls are still in play during this step, the sinkhole will lock the second ball so the next step will be single-ball.*)
	+ To escape Kessel, the *Falcon* must perform the dangerous Kessel Run, but an Imperial Star Destroyer arrives to pursue the ship. The player helps the *Falcon* fend off the TIE fighters dispatched by the Star Destroyer in a **TIE Fighter Squadron Battle**.
* *Mission 2* - ***Star Wars: Lando***: Based on the 2015 Marvel comic book of the same title, which depicts Lando's theft of Darth Sidious' royal Imperial yacht, the *Imperialis*, and the chaos that ensues during the theft.
	+ Lando finds and steals the *Imperialis*, which the player aids in doing by completing a **Four-Lane Sequence**.
	+ After Lando steals the *Imperialis*, three Imperial Star Destroyers attempt to destroy it under Emperor Sidious' orders. The player must complete another **Four-Lane Sequence** to evade them.
	+ Lando defeats the Star Destroyers by tricking them into using their tractor beams to crash against each other. This is done by executing a **Multi-Purpose Sinkhole Shot** marked "Star Destroyer".
	+ Two Imperial Guards suddenly attack and wound a curious Lobot as he investigates the *Imperialis*, and the alien bodyguard clones Aleksin and Pavol must deal with them in combat. The player must win a **Drop Target Battle** against the 2 Imperial Guards.
	+ After defeating the guards, Aleksin and Pavol discover Sith artifacts aboard the *Imperialis* and end up becoming corrupted by the dark side of the Force. Lando and his remaining allies must ultimately kill them in another **Drop Target Battle** against the twins.
	+ Lando must then evacuate the *Imperialis* before it explodes, after healing Lobot and using his hacking skills to enable the escape pods. The player must execute a **Multi-Purpose Sinkhole Shot** marked "Escape Pod".
	+ The *Imperialis* must then be destroyed once and for all with a **Mission Sinkhole Shot**.
* *Mission 3* - ***Star Wars Rebels***: Based on the "Idiot's Array" episode of the series. Lando attempts to smuggle a puffer pig to conduct profitable mining operations, while encountering the Spectres, a rebel cell on Lothal, as well as the crime lord Azmorigan.
	+ Spectres member Zeb Orrelios competes in a game of Sabacc against Lando to earn money to help his fellow members survive. With no credits left to bet, Zeb bets the Spectres' droid, Chopper. The player helps Lando defeat Zeb with an "Idiot's Array" by completing **Drop Target Sabacc** against Zeb.
	+ Having won Chopper, Lando asks him to give him a tour of the Spectres' ship, the *Ghost*. The player must execute a **Multi-Purpose Sinkhole Shot** marked "Ghost".
	+ Lando reveals that he bought a puffer pig from Azmorigan aboard the *Merchant One*, and he plans to "sell" Hera to pay for it. The player must complete a **Four-Lane Sequence** to convince Azmorigan to take her.
	+ With Hera sold to Azmorigan to pay off the debt, Lando then returns to the *Ghost* with his desired prize. The player must execute a **Multi-Purpose Sinkhole Shot** marked "Puffer Pig".
	+ Meanwhile, Hera, under Lando's secret instructions, fights her way out of the *Merchant One*. The player must complete a **Drop Target Battle** against 3 of Azmorigan's guards.
	+ With the guards out of her way, Hera makes her way to an escape pod before the guards can recover. The player must execute a **Multi-Purpose Sinkhole Shot** marked "Escape Pod".
	+ Lando takes the *Ghost* back to a farm on Lothal, but his efforts to sneak it past the Imperial blockade fail after the Spectres ignore his warning not to startle the pig. The player must help the Spectres guide the *Ghost* through the blockade by completing a **Four-Lane Sequence**.
	+ A few Spectres man the *Ghost'*s guns to blast TIE fighters dispatched by the Empire to attack the ship. The player must win a **TIE Fighter Squadron Battle** to get the *Ghost* to safety.
	+ Lando finally makes it to his farm, but Azmorigan and his goons have returned, angry and determined to kill Lando for Hera's escape. The player must fight one last **Drop Target Battle** against Azmorigan and two of his guards.
* *Mission 4* - ***Star Wars: Episode V - The Empire Strikes Back***: Based on the 1980 film where Lando is first introduced. Lando saves the rebel crew of the *Millennium Falcon* he once owned, including his old friend Han Solo, after the Empire catches them by surprise in Cloud City.
	+ Upon discovering that Han and his allies are in trouble, Lando must get a message to Lobot, but must avoid Darth Vader. The player must shoot the right ramp through either of its two entrances without hitting a moving drop target of Darth Vader 3 times. This drop target has a magnet that repels the ball, representing Vader's powerful Force abilities.
	+ After learning that the now-frozen Han is under the custody of bounty hunter Boba Fett, Lando must race through Cloud City to get there through a **Four-Lane Sequence**.
	+ On the way to the landing pad, Lando must battle Imperial stormtroopers and Boba Fett. The player must win a **Drop Target Battle** against Boba Fett and two Stormtroopers.
	+ Unable to stop Boba Fett, Lando escapes Cloud City as the Empire begins locking it down. The player must complete a **Four-Lane Sequence** to escape Cloud City.
	+ Lando must finally board the *Millennium Falcon* and escape. The player must execute a **Multi-Purpose Sinkhole Shot** marked "Falcon".
	+ Luke Skywalker, trapped after losing a lightsaber duel against Darth Vader and on the verge of death, must be rescued on the way out. The player must execute a **Mission Sinkhole Shot** to save Luke.
	+ As the *Falcon* exits Bespin's atmosphere, the Empire dispatches TIE fighters to attack the ship. The player must help the *Falcon* fend off the TIE fighters by winning a **TIE Fighter Squadron Battle**.
	+ The *Falcon* must escape into hyperspace, shortly after R2-D2 repairs the hyperdrive. The player must complete a **Multi-Purpose Sinkhole Shot** marked "Hyperspace" to make the jump to hyperspace and escape back to the Rebel fleet.
* *Mission 5* - ***Star Wars: Episode VI - Return of the Jedi***: Based on a scene in the 1983 film of the same title. Lando tries to free Han Solo from Jabba the Hutt, while sentenced to be executed by the monstrous Sarlacc.
	+ Lando must plan Han's rescue with Luke. To put the plan in motion, the player must complete a **Four-Lane Sequence**.
	+ When Han, Luke and Chewbacca are sentenced to be executed by the Sarlacc, Luke recovers his lightsaber and starts a skirmish aboard Jabba's sail barge. In the ensuing chaos, Lando, disguised as a guard for Jabba, must defeat his goons in a **Drop Target Battle** against three of them.
	+ Han is caught in the tentacles near the Sarlacc's mouth. Lando must free Han before he is devoured by the monster, and the player must shoot three **Multi-Purpose Sinkhole Shots** marked "Sarlacc Pit".
	+ Luke and his sister Leia Organa must destroy Jabba's sail barge by turning one of its turrets towards its deck. This can be done by executing a **Multi-Purpose Sinkhole Shot** marked "Barge".
	+ Leia must step on the trigger to fire the turret and self-destruct the ship by executing a **Mission Sinkhole Shot**.
	+ With Han and the rebels free, the *Falcon* must rejoin the rebel fleet while Luke travels to Dagobah to see Yoda once more. The player must guide it there by completing a **Four-Lane Sequence**.

Completing all five missions will unlock the **Death Star II Assault** wizard mode, based on a later scene in *Star Wars: Episode VI - Return of the Jedi* where Lando pilots the *Falcon* above the forest moon of Endor, leading a fleet of Rebel ships to try and destroy the second, unfinished Death Star.

* Lando and the rebel fleet must jump into hyperspace to Endor. The player must execute a **Multi-Purpose Sinkhole Shot** marked "Hyperspace".
* The *Falcon* must contend with TIE fighters in one last **TIE Fighter Squadron Battle** to hold off the Imperial fleet until the shield generator is finally destroyed.
* The Rebel fleet begins its attack run inside the Death Star II. The player must complete a **Four-Lane Sequence** to carefully guide the *Falcon* and reach the core of the Death Star II.
* With the *Falcon* arriving into the Death Star II's main reactor core chamber, Lando must destroy the main reactor with a well-aimed torpedo shot and escape. To land the final shot, the player must execute a **Mission Sinkhole Shot**.

Completing all four steps in this final mission without running out of time or losing the ball will trigger a four-ball victory multiball. All lit lanes award jackpots, and if the ball never drained during any of the modes, the jackpots will be doubled in value. The player is only allowed one attempt at this wizard mode before the table resets.

### Common mission step types

Many "steps" in these missions fall into one of a few common categories below:

* **Drop Target Sabacc/Battle**: The player has to knock down drop targets that appear within a time limit (30 seconds for Sabacc or 60 seconds for Battle). Each drop target can be knocked down after being hit a certain number of times (2 per hit for Sabacc, between 3 - 5 hits for Battle). The health of each drop target is represented on the scoring display, measured by the number of hits needed to bring each one down, and arranged from left to right, corresponding to drop targets from the back of the table to the front.
* **Multi-Purpose/Mission Sinkhole Shot**: The player must shoot the large multi-purpose sinkhole when it is open and marked with a particular word (or the mission sinkhole). Most steps of this kind require the player to shoot the sinkhole in question once within 20 seconds, except for one in the fifth mission where the multi-purpose mission sinkhole must be hit 3 times within a 30 second time limit that resets.
* **Four-Lane Sequence**: The player must shoot a sequence of four lit lanes, one after another, within a 30 second time limit that resets. This is usually done in situations where a ship must be piloted or Lando must travel a long way.
* **TIE Fighter Squadron Battle**: The player must shoot every lane marked with a TIE Fighter once for a large score reward; shooting either the upper loop or side ramp will count as both upper flipper shots. Shooting a lane more than once will result in a TIE Fighter attacking the ship, lowering the reward for defeating the entire squadron. There is no time limit for this step.

## Side modes

The following side modes can be activated:

* **Sabacc**: Lando is a self-proclaimed Sabacc champion, a gambling game that has been played across the galaxy. If the player spells SABACC by hitting all targets in the target bank behind the right slingshot while no mission is active, a side mode will start where the player plays Sabacc against Lando. Two random lanes will be lit, which change each time the left slingshot is hit. The player must shoot both lanes within 30 seconds to play the right cards and eventually defeat Lando for a big score reward, which starts at 250,000 and increases by 12,500 every time SABACC is spelled while other missions are running. Starting a mission while this mode is active will instantly win this side mode, as this will force Lando to fold in order to attend to an important matter. Completing the SABACC targets when a mission is active will increase the value for winning the side mode, which starts at 250,000, by 12,500.
* **Droid Fight**: L3-37, a companion droid of Lando, is a pugilist and master of melee combat. Lando occasionally needs her help to control unruly droids. If the player spells her name on the right return lanes when a mission isn't running, two drop targets of droids running amok will appear and the player can knock them down for 250,000. Spelling her name while a mission is active will increase the value for defeating the droids by 12,500.
* **Coaxium Hurry-Up**: Coaxium is very profitable for Lando, which encourages his decision to help Han steal some. If the player spells LANDO on the coaxium vial target posts, they will light up for 30 seconds and any further hits to them award 100,000 points. Subsequent hits to the same post will increase the award value per hit by 100,000. The scoring resets at the end of the mode.

### Multiball

The following multiball modes can be activated:

* **Smuggling Run Multiball**: If the player hits the captive ball 5 times, a quick 2-ball multiball will begin with the second ball ejecting out of the mission sinkhole. The player must shoot 3 randomly lit lanes for points, then deliver the stolen goods by locking one ball back into the mission sinkhole. Locking the ball will score a jackpot, end the multiball, and will light the **extra ball** the first time one is collected.
* **Millennium Falcon Multiball**: When no mission is active, if the player hits the barrier blocking the multi-purpose sinkhole 5 times, the barrier will collapse and the player can shoot the sinkhole to lock a ball in the left apron. Once 3 balls are locked this way, a 3-ball multiball will start with the same rules as the **TIE Fighter Squadron Battle** step described in the missions subsection. Once all lanes have been hit, the large multi-purpose sinkhole will open up again for a chance to score a jackpot and send the *Falcon* into hyperspace, which lights an **extra ball** the first time one is collected. This mode continues until the player drains down to single-ball play.

## Perks

The following perks can be activated:

* **Ball Saver**: At the start of each ball and multiball, a 15-second ball saver will activate. Once it expires, it can only be reactivated as a random award from **Lobot's Hurry-Up**.
* **Kickbacks**: One of the random awards from **Lobot's Hurry-Up** will activate either kickback guarding the outlanes. Once they are activated, they will stay on until they are used. Both kickbacks safely return the ball to the mission sinkhole.
* **Bonus Multiplier**: Every time the player spells HAN on the left return lanes, the bonus multiplier will advance up to 10x. The bonus multiplier is only good for the current ball unless a multiplier hold is collected - either by spelling HAN again while the multiplier is at 10x, or through **Lobot's Hurry-Up**.
* **Score Boosts:** Shooting particular lanes will increase the score rewards for performing certain actions in modes:
	+ **Drop Target Reward Boost**: Hitting the reverse scoop will increase the reward for hitting drop targets in **Drop Target Sabacc/Battle** by 10,000.
	+ **TIE Fighter Boost**: Hitting the left ramp will increase the reward for defeating a TIE fighter in **TIE Fighter Squadron Battles** by 25,000.
	+ **Multiball Jackpot Boost**: Shooting the center ramp will raise the jackpots for all **multiball** modes by 12,500.
	+ **Mission Step Reward Boost**: Shooting the upper loop will raise the rewards for completing each step in a **mission** by 50,000.
	+ **Mission Reward Boost**: Shooting the side ramp entry of Lobot's ramp will raise the score reward for beating missions by 500,000.
	+ **Falcon Reward Boost**: Spelling FALCON on the bumper rollovers will raise the score reward for completing certain mission steps that involve piloting the *Falcon* by 10,000*.*
* **Extra Time**: Shots to the spinner during a mission will grant one second of extra time per spin during a mission step. The timer maxes out at the amount of time the mission step started with.
* **Lobot's Hurry-Up**: Spelling LOBOT with 5 shots up the right ramp will start a hurry-up where the player can earn a random award by shooting the upper loop within 30 seconds. Rewards include 1 million, a multiplier hold, a **ball saver**, activating either **kickback**, or lighting an **extra ball**.
* **Extra Ball**: Extra balls can be lit as a random award from **Lobot's Hurry-Up**, maxing out and holding the **bonus multiplier**, earning a jackpot for the first time in **Millennium Falcon Multiball**, completing a round of **Smuggling Run Multiball** successfully for the first time, or beating the **wizard mode**. All extra balls are claimed by shooting a target to the right of the leftmost inlane tunnel exit.

## Tips

* Try to play Lobot's hurry-up mode frequently for a chance to win kickbacks and an extra ball. You can also get extra balls by maxing out the bonus multipliers or completing the Smuggling Run Multiball mode.
* Master shots from the upper flipper, because you will need to perform some to win TIE Fighter Squadron Battles and win Lobot's hurry-up. Every other shot up either the right ramp or side ramp will drop the ball down the left orbit and towards the upper flipper, giving you a chance to line up an upper flipper shot. The mission score boost from shooting the side ramp enough times also adds up in the long run.
* As the table is designed with short ball times in mind and deadly outlanes, you need to watch out for potential ball-draining situations. The ball may bounce into the outlanes or straight down the middle when hitting drop targets in a Drop Target Battle, with no compensation given. A failed shot to either of the two upper flipper shots or an attempt to hit the extra ball target can also lead to a left outlane drain. Be prepared to nudge at all times.

## External links

* Official table trailer
* Table walkthrough by ShoryukenToTheChin (PDF)