Star Wars: Episode VIII - The Last Jedi

> "The world doesn't need any more Jedi..."
>
> Luke Skywalker

### Number of flippers

7 (2 on main playfield, 3 on Phasma mini-playfield, 2 on Ahch-To mini-playfield)

### Number of multiball modes

6 (2 mandatory, 4 optional)

***Star Wars: Episode VIII - The Last Jedi*** is a digital pinball table based on the 2017 film of the same name, released as part of the *The Last Jedi* DLC pack of pinball tables on April 18th, 2018 for *Pinball FX3*. The table depicts the events of the second film in the *Star Wars* sequel trilogy, as the Resistance continues the fight against Kylo Ren & Captain Phasma while Rey struggles and comes to accept the power of the Force at a time where the Jedi have fallen.

## Table overview

### The upper half of the table and mini-playfields

The entire upper half of the table is occupied by two mini-playfields, which can be fed to by shots either on the main playfield or on the mini-playfields themselves. Behind the two mini-playfields is a dynamic diorama that changes depending on the currently active mission. Both mini-playfields are located above the apex of the lower playfield's orbit, meaning that the ball can't be physically seen when either orbit is shot.

The left mini-playfield takes the form of a First Order transport, headed by Captain Phasma. At the top of Phasma's mini-playfield and under her 3D animated figure is a secluded area with three saucers and a large post that can be hit with the ball; the post is used to apply strength to the ball locked behind the post, locking three balls for **Intruder Alert Multiball** with Phasma throwing the fourth ball directly onto the lower playfield. From left to right, there are three major shots on Phasma's mini-playfield: a short ramp marked with an icon of Phasma that can either send the ball to the mini-playfield's top left flipper or to the lower playfield via one of the left inlanes; a short orbit marked with an icon of BB-8 that wraps behind a steep ramp and sends the ball to the mini-playfield's right flipper; and the aforementioned steep ramp that transfers the ball to the Ahch-To mini-playfield and can only be shot via a strong shot from the mini-playfield's left flipper. The left ramp on the lower playfield and exit ramp on the Ahch-To mini-playfield feed this mini-playfield. There are three total flippers on Phasma's mini-playfield: two on the left (gated by a ball guide) and one on the right. A drain that sends the ball into the bumper area is located between the two sets of flippers.

The right mini-playfield takes the form of Ahch-To, the island where Luke Skywalker isolates himself from the world. At the top of the Ahch-To mini-playfield are three rock-shaped pillars that rotate when the ball hits them, either by shooting the exit ramp from Phasma's mini-playfield or by shooting the right lane; holes sending the ball back to the lower playfield out the right orbit are located in all three pillars in case a shot is too weak to go all the way around them. From left to right, the Ahch-To mini-playfield has four different shots: a set of 4 linear drop targets blocking a standup target, which can magnetize and lock the ball at certain times marked with the Resistance symbol; the exit ramp, feeding the ball to the right flipper on Phasma's mini-playfield; a saucer that can slowly eject the ball to the mini-playfield's right flipper; and the right lane, which travels past one of the rock pillars before dropping the ball back onto the lower playfield. The lower playfield's right orbit, when not lit for combos, and the steep exit ramp on Phasma's mini-playfield feed this mini-playfield. There are two flippers on the Ahch-To mini-playfield: one on the left directly in front of the drop targets, and one on the right flush with the entrance to the right lane. A drain that sends the ball to the right flipper via one of the right inlanes is located between the two flippers. A 3D animated figure of Rey stands directly to the left of the drop targets, near the center of the table's upper half.

### The lower half of the table

The lower playfield is fairly symmetrical; each side has a shot that can only be accessed by a late flip, a shot that feeds one of the mini-playfields, and a small orbit that enters the bumpers.

The shot farthest left on the lower playfield is the table's left orbit, marked with an icon of Kylo Ren. The left orbit has a diverter at its apex, used to lock balls for **Silencer Multiball** in a saucer below the orbit, although the diverter may also kick shots that enter it from the right orbit back out. An animated Silencer figure can be seen to the left of the left orbit, and flies out onto the playfield during Silencer Multiball. The left ramp directly passes over the entrance to the left orbit and is marked with another Resistance symbol, acting as an entrance to Phasma's mini-playfield. To the right of the left ramp and further back is the left entrance to the bumper orbit, marked with an "X" insert replicated by two crossing lightsabers. The bumper orbit sends the ball to the bumper area, with 4 pop bumpers that can send balls back to either lower flipper through one-way gates.

Directly in front of the bumper area is the table's center ramp, a reverse scoop with two possible exits. Depending on how the center ramp shot was made, the ball will head to either the left or right flipper. During certain modes, the center ramp will raise and become a jump ramp that can hit select targets that float above its entrance. The right entrance to the bumper orbit is to the right of the center ramp, behaving the same as the left entrance; the table's right orbit is further in front of the right bumper orbit's entrance, and is gated by a spinner. The right orbit can either send balls out the left orbit when a combo is active, or onto the Ahch-To mini-playfield otherwise. The farthest shot to the right of the playfield is a VUK that feeds a funnel with four distinct holes, representing the abundant gambling seen on Cantonica. The four holes in the funnel each have inserts that light up independently of each other; lighting up all four will score a **Cantonica Award**.

There are six return lanes (with the four inlanes spelling "LAST JEDI", two letters per inlane), two slingshots, and two lower flippers. Each outlane is guarded by a magnetic kickback that briefly floats the ball before returning it safely to either flipper. The dead space in front of the flippers can open to reveal a playfield animation during **Fathier Race** and one of the main missions, depicting the four Fathiers' positions. Behind the right flipper and near the plunger is a gambling table, with inserts for the bonus multipliers.

All major shots have inserts that change during the current mode; they can either have red "MAIN MODE" inserts during main missions, green "SIDE MODE" inserts during side modes, or blue "JACKPOT" inserts during Multiball modes. If multiple features are active at once, the inserts will alternate between colors in this order every 3 seconds.

### The plunger

The plunger takes the form of a ship, which launches the ball up a raisable ramp that merges into the Cantonica funnel. If a ball is saved, either in single-ball play or during a Multiball mode, the ramp will raise and the ball will be plunged diagonally towards the main playfield's left flipper.

The goal of the skill shot is to plunge the ball and quickly change the lit Cantonica funnel exit using either flipper button before the ball falls down one of the exits. If the ball falls down the currently lit exit, 1 million points + 1 million per skill shot will be awarded, and the **troops** will be boosted by 10% (or lowered by 10% if the player fails the skill shot). A chance at a super skill shot worth double the skill shot value is available after performing a normal skill shot: one of the four lanes that can be hit from the right flipper will flash for 5 seconds, and must be shot to complete the super skill shot.

## Objective and missions

The goal of this table is to continue the fight against Kylo Ren and Captain Phasma and discover the importance of the Force in a world where it has been forgotten by playing through six missions, preferably while maintaining Resistance troops. To start a mission, the player must shoot the center ramp 3 times, increasing by 1 for each mission played on the current ball, then shoot the center ramp again to select a mission using the flippers. Missions don't need to be completed successfully for the first playthrough, but failing a mission will decrease the current troops by 10% and won't complete the mission on further playthroughs during the current session. On subsequent attempts, missions will have to be completed according to the rules listed in each scene. Missions cannot be repeated until all six missions have been played, or completed on subsequent playthroughs.

No proper wizard mode is available for playing through all six missions, but the sixth mission, **Escape**, will have more balls in play and potentially higher scoring if the player starts it after completing at least one mission - up to 8 balls for playing it after the previous five. **Escape** can be selected at any time, so consider the risk of getting to the mode versus the reward before choosing it. An extra ball will be lit at the VUK the first time the player plays through three missions.

The points scored by hitting the "MAIN MODE" shots during main missions are based off the "Scene Award", which can be built up by bumper hits any time during play and starts at 1 million points. All single-ball missions excluding **Execution** last 60 seconds by default (+30 seconds if you failed the mission before).

The following six missions can be played:

* Scene 1 - **Evacuation**: During an intense battle against the First Order, the Resistance is forced to evacuate all troops through their shuttles. Seven TIE Fighters in a row will fly over the center ramp, which becomes a jump ramp during this mode, and the bumpers will be lit to call in transports. Ideally, the player must first shoot down the TIE Fighters via the center ramp, then make 10 bumper hits to call in a transport at one of the other six major shots on the lower playfield. The more TIE Fighters are active, the less time the player has to successfully evacuate the transport by shooting its corresponding shot; each successful evacuation adds 5 seconds to the timer. The mode ends once the player has defeated all seven TIE Fighters and evacuated all seven transports before time runs out. If the player evacuates four shuttles before time runs out, they will win the mode and gain 10% troops.
* Scene 2 - **Ahch-To Island**: Rey encounters Luke on Ahch-To Island, isolated from the rest of the world, but happy to train Rey in the ways of the Force. 10 shots will be lit, including the shots on the mini-playfields; the player has to shoot all 10 shots before times runs out to win the mode and gain 10% troops. If the player makes shots as part of a **combo** sequence, the values for each shot will be doubled.
* Scene 3 - **Jailbreak**: Finn lands on the thriving gambling planet of Cantonica, where creatures known as the Fathiers are being forced to compete in races. The player must help them escape their cruel treatment by shooting the constantly alternating flashing shots. Four shots on either the lower or upper mini-playfields will be lit at a time, usually flowing into each other. If the player makes 10 shots total before time runs out, they will win the mode and gain 10% troops.
* Scene 4 - **Execution**: BB-8 saves the Resistance at the last second, and Finn takes on Captain Phasma. This mode is untimed, unlike the preceding three missions, and is split into two phases. The first phase requires the player to take down five Stormtroopers by shooting five randomly lit lanes that change every 10 seconds, while the second phase is a fight between Finn & Phasma, each having five bars of health. If the player hits a flashing shot during the second phase, Phasma's health bar will decrease, but Finn's will decrease if the player shoots a shot that isn't lit. The mission is completed and 10% troops will be added when the player completely depletes Phasma's health bar.
* Scene 5 - **Ground Attack**: The Resistance makes their last stand on the planet Krait, full of ice and red dust. This is a 2-phase multiball mission that starts with 5 balls being launched into play, leaving dust trails behind, and all shots being lit to score points (although to relight a shot that was already made, a different shot than the one preceding it must be made). When the gate percentage on the display reaches 100%, the player will enter the second phase of the mode, where they have to shoot all around the playfield to find a possible exit, hidden at a random lit shot. Once the exit has been found, the player must lock the remaining balls at the corresponding shot to complete the mode and gain 10% troops.
* Scene 6 - **Escape**: Rey finally masters the Force, and saves the Resistance from their demise by escaping a rockslide. This is a 3-ball multiball mission that can have up to 8 balls in play if the other five missions were completed before playing this one. All shots will be lit, and the player must shoot three lit shots, followed by a shot to the center ramp to lock a ball. The shots required to light the center ramp increase by 1 for each locked ball, but the scoring for lit shots increases as well. The mission ends once the player has locked all of the balls at the center ramp, and will be completed for 10% troops if the player locks at least one ball at the center ramp and doesn't drain the last ball.

## Side modes

The following side modes can be activated during play:

* **Fathier Race**: Four Fathiers take part in the constant races on Cantonica. Shooting the spinner in front of the right orbit 30 times will light the right orbit to start this side mode, and the player will get to choose which Fathier they place their bets on at the start of the mode using the flippers and launch button. During the side mode, all lanes will constantly be flashing; the player has to shoot as many lit lanes as possible within 30 seconds to win the race for 5 million points and a lit extra ball the first time one is won. If the player's Fathier places lower than first, no reward will be scored. Subsequent activations of Fathier Race require 10 more spins to light.
* **Ways of the Force**: Luke trains Rey to master the Force the same way that Yoda trained him. After five shots to the left ramp, the steep exit ramp on Phasma's mini-playfield will light to start this side mode, lighting seven shots (plus one per activation) to advance through Luke's training. Completing the side mode successfully by making all the lit shots will award a random perk for **Jedi Temple Multiball** - either the number of jackpots available (3 - 12), jackpot level (1-4), or balls available (2-8). The perks are distributed truly randomly, and the player can be awarded a perk even if they've already maxed it out.
* **BB-8 Hijack**: BB-8 takes control of an abandoned AT-AT Walker to decimate Phasma's many Stormtroopers. This video mode starts with 7 shots to the short lane marked with BB-8's icon on Phasma's mini-playfield (increasing by 7 per attempt). The player must control the Walker by using the flipper buttons and fire at up to 5 Stormtrooper cardboard cutout targets by pressing the launch button. The side mode ends once 5 Stormtroopers have escaped. Each Stormtrooper killed during the mode contributes to the Stormtrooper kill count, which lights an extra ball once 66 have been killed.

### Multiball

The following multiball modes can be started:

* **Silencer Multiball**: Kylo Ren's Silencer is an elite TIE Fighter with even more destructive capabilities. Arguably the easiest multiball mode to start, the first activation of Silencer Multiball requires just four shots to the left orbit - one to light the lock and one to lock the ball. Each time Silencer Multiball is played, the progress of starting it becomes tougher, with one more shot than before required to light the lock and an additional ball required to be locked, but the player gets more balls active during subsequent attempts (from 2 balls for the first activation, up to 6 balls for the fifth and subsequent activations). This is a simple multiball - shots on the lower playfield will randomly light for jackpots, and shooting the center ramp (which becomes a jump ramp during this multiball) to hit the Silencer will score a super jackpot built up by the jackpots collected so far. The multiball ends once the player drains back down to one ball.
* **Force Frenzy**: Mastering the Force gives immense benefits to those who maintain it. Shooting the four drop targets on the Ahch-To mini-playfield, then hitting the standup target behind them, will magnetize the ball for 10 seconds and launch another ball into play. If the player knocks the ball off the magnet within the time limit, they will score a 2 million bonus; even if they fail to do so, the 2-ball multiball will start. Six shots to the center ramp (which becomes a jump ramp during this multiball) will score 1 million points each, increasing each time one of the drop targets is hit during the multiball. Once the sixth shot to the center ramp is made, the multiball will end and all playfield scoring will be doubled for the next 60 seconds. The multiball can also end if the player drains the second ball while the ball saver isn't running.
* **Intruder Alert Multiball**: Phasma's First Order transport can detect any hostiles and capture them in an advanced prison. To light the lock for this multiball, the player must make five shots to the ramp marked with an icon of Captain Phasma on Phasma's mini-playfield, increasing by five shots per attempt. The player then locks balls by shooting the large post to get Phasma to transfer the ball behind the post, then shooting the post again to knock the captive ball into one of the three saucers. Once three balls have been locked this way, one last shot to the post will immediately start Intruder Alert Multiball and send the fourth ball flying to the lower playfield. This 4-ball multiball lights jackpots at all major lanes, with a Phasma Jackpot worth 10x the jackpot value available at any time by shooting onto Phasma's mini-playfield and shooting the ramp. Phasma will constantly be shooting at her mini-playfield during this multiball, making the Phasma Jackpot tough to collect, but collecting it will relight all the lower playfield jackpot shots. The multiball ends once the player drains back down to one ball.
* **Jedi Temple Multiball**: Rey's arrival completely changes the immense, unchanged teachings of the Jedi Temple. Each time one of the spinning rock pillars on the Ahch-To mini-playfield is spun, it will count as a spin towards starting this multiball; once the player makes 10 total spins, the player will be given a choice between whether to keep going for perks by completing **Ways of the Force** or start the multiball with their current perks. Jedi Temple Multiball can be played with between 2 to 8 balls, depending on the collected perks. The jackpots during this multiball will only be visible when both flippers are held; making shots on either mini-playfield will score double jackpots. The multiball ends once the player drains back down to one ball.

## Perks

The following perks can be activated during play:

* **Ball Saver**: At the start of every new ball, a 15-second ball saver will be activated. Multiball modes have a 30-second ball saver. Once it expires, it cannot be reactivated normally.
* **Kickbacks**: Shooting the saucer on the Ahch-To mini-playfield, then shooting the exit ramp from the right flipper, will kill a Stormtrooper and light both outlanes for kickbacks. Kickbacks can be stacked, with no known limit, and carry over between balls. However, the kickback count is shared between both outlanes, meaning if the player activates a kickback with none stacked, both outlanes won't have kickbacks lit afterwards.
* **Troops**: Maintaining the Resistance troops is important at a time of unrivaled peril like this. Troops act as a playfield multiplier towards all scoring on this table, with a maximum of 150% and a minimum of 50% (translating to 1.5x scoring - .5x scoring). At the start of a game, the troops percentage is at 100%; completing missions, collecting bonus multipliers, making skill shots, or scoring a **Cantonica Award** will increase the troops percentage by 10%, while failing these objectives will lower the percentage by 10% instead.
* **Cantonica Award**: Shooting the VUK will kick the ball into the Cantonica funnel. Lighting up all four inserts, with a minimum of four shots to the flipper, will score a random award. These include points (5 million - 10 million), increasing a **shot level**, increasing the **bonus multiplier**, and lighting an **extra ball** at the VUK. Each collected Cantonica Award also adds 10% troops.
* **Double Scoring**: Completing the **Force Frenzy** multiball by making six shots to the center ramp will begin a timed, 60-second period of double playfield scoring.
* **Combos**: Shooting shots within 5 seconds of each other will score combo values increasing by 50,000 per shot to a maximum of 200,000. During the **Ahch-To Island** main mission, combos will also double the mission scoring.
* **Stormtroopers**: Hitting Stormtroopers during the **BB-8 Hijack** side mode, or by shooting the exit ramp from the Ahch-To mini-playfield at any time during play, will collect a Stormtrooper kill. Stormtrooper kills add to the end of ball bonus, and collecting 66 Stormtrooper kills will light an extra ball at the VUK.
* **Shot Levels**: The base values of shooting the bumpers or ramps can be increased by either shooting them enough times or as a random reward from the **Cantonica Award**.
* **Bonus Multiplier**: Completing "LAST JEDI" by rolling over the inlanes and cycling the lit rollovers using the flipper buttons will light both entrances to the bumper orbit to increase the bonus multiplier by +2x, to a maximum of 10x bonus, and collect 10% **troops**; this must be done within 10 seconds. Once 10x bonus has been reached, the next bonus multiplier completion will light an **extra ball** at the VUK. The bonus multiplier resets between balls.
* **Extra Balls**: Extra balls can be lit at the VUK by playing through three **missions**, by winning a **Fathier Race**, by increasing the **bonus multiplier** when it is at 10x, by defeating 66 **Stormtroopers** over the course of a game, or off of a random **Cantonica Award**. Extra balls can only be lit once per game for each of these methods.

## Tips

* Keep your troops high! If you miss a skill shot or fail a mode, you're automatically getting less out of otherwise high scoring features because of your lowered troops. The easiest way to get more troops besides completing missions is by going for Cantonica Awards.
* Turn on the kickbacks as early as possible; they disappear quicker on this table than most thanks to the shared kickback rules, and the outlanes can be surprisingly mean. Easy extra balls are available to extend the duration of the game from completing three missions and winning Fathier Race - the latter is essentially an automatic win with a Multiball mode.
* Ahch-To Island can be a very high scoring mode if you consistently make lit shots as combos and have scoring multipliers active - arguably, even bigger scoring than Escape. Weigh your options out at the start of a game - Ahch-To Island can grant some serious points early on if you bring in a bunch of multipliers, but Escape doesn't require multipliers to score high.
* If a bonus multiplier is lit, go for it. Like many of Deep's more recent designs, end-of-ball bonus can be massive on this game, and this game punishes you for not collecting bonus multipliers by reducing your troops. Remember that either bumper orbit lane can be shot as a backhand from either flipper.

## External links

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