Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Start with a Multiplier
The rulesheet's first tip: get a playfield multiplier running early. Scope and Hunter each give +1x for 75 seconds. When one is running, open Step 2 - Mission.
Step 1 - Start with a multiplier
A strong plunge always falls through the C lane. For the super skill shot, hold the left flipper until the ball passes C, then U-Turn, right ramp, and the left scoop to start a Mission.
Why this shot1M, +2 bonus X, lights The Child and adds a super pop bumper.
Scope
Hit the U-Turn, the left 2x target and the right ramp.
Why this shotThe three blue arrows light Scope at the left inlane.
Roll the left inlane, then make one of the three shots within 5 seconds.
Why this shotAny award starts 75 seconds of +1x. U-Turn gives equipment, left 2x gives 200 Beskar, right ramp gives 2M.
Hunter
Complete the left standup bank.
Why this shotIt lights Hunter at an inlane.
Roll the lit inlane. Shoot the flashing orbit, then the opposite orbit, to collect at least 250 Beskar in 25 seconds.
Why this shotA finished Hunter gives 75 seconds of +1x and lights Razor Crest.
Worth knowing
- All three +1x inserts at once make 6x.
- Boba Fett targets give 30 seconds of +1x, even during multiball.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then a Mission
Missions are 60 seconds. Start one, then start Razor Crest Multiball while it runs (Step 3).
Shoot the left and right ramps.
Why this shotThey light a Mission at the scoop.
Either 2x target on the right ramp side changes the qualified Mission.
Why this shotOptional. It only works before a Mission is lit.
Shoot the left scoop.
Why this shotFinishing early pays 225k per second left. Two Missions started light an extra ball.
If Razor Crest is lit, start it now. See Step 3.
Why this shotThe rulesheet calls a Mission stacked with a Razor Crest multiball quick, safe points.
Worth knowing
- A drain or timeout closes that Mission until This Is The Way.
- The five Missions: Find the Asset, Deceive the Magistrate, Destroy the Imperial Base, Defeat the Mudhorn, Infiltrate the Freighter.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Then Razor Crest Multiball
Hit the Razor Crest to light it, then a full center ramp starts it.
Start it
Hit the center Razor Crest target.
Why this shotEach feature needs one more direct hit than the last.
When none is lit, the BOBA and FETT standups change it.
Why this shotThe flashing numbered green insert shows which one starts.
Shoot the center ramp.
Why this shotOnly a shot that goes all the way round the center ramp starts it.
During the multiball
Once per game, hold the action button to set the main arrow shots on fire.
Why this shotThe next shot to each burning shot scores 2x. The rulesheet uses it on high-value shots like the Jetpack super jackpot.
The super jackpots are at the U-Turn.
Why this shotEach super jackpot adds 2.5M to your end-of-ball bonus.
Worth knowing
- Finishing a Hunter relights Razor Crest.
- Ice Spider, Jetpack and Pirates are the three. See Multiballs - Razor Crest.
Not the next step. Open a mission page only when you are choosing one, or already in it.
3 shots
Missions
Five Missions, each with a 60-second timer.
Shoot both ramps.
Why this shotBoth ramps light a Mission at the scoop.
Left scoop.
Why this shot225k per second left when you finish.
Each Mission has its own shots. Follow the lit arrows.
Why this shotWhistling Birds equipment collects flashing mission shots for you.
Worth knowing
- Each finished Mission adds 2.5M to end-of-ball bonus.
Not the next step. Open a mission page only when you are choosing one, or already in it.
3 shots
Encounters
The mini playfield. All three must be finished in order for a mini-wizard mode.
Shoot the left ramp until its insert flashes red.
Why this shotThe first Encounter needs 1 ramp shot. Each later one needs 2 more.
On a ProA single-flipper mini playfield.
Hit the flashing yellow targets on the mini playfield.
Why this shotNo timer on the waves. Progress carries over if you drain.
A timed bonus round after the waves.
Why this shotEvery shot is worth 2M or more.
Worth knowing
- A soft plunge or an orbit into the mini playfield starts a Sneaky Encounter.
Not the next step. Open a mission page only when you are choosing one, or already in it.
2 shots
Ambush
Starts when nothing else is running.
Shoot the Ambush start shot.
Why this shotAbout six shots light for 5 seconds. Two of them start Ambush; the rest pay 2M.
On a ProThe U-Turn.
Each restart makes it stronger.
Why this shotTwo restarts give a Flamethrower. Three, four and five give +1x.
Worth knowing
- With every multiplier running it can reach 720M.
Razor Crest Multiball is already in Starting Shots. These pages are for later.
3 shots
The three Razor Crest multiballs
Change which one is lit with the BOBA and FETT standups.
Kill the spiders on the purple shots.
Why this shotHitting every purple shot once lights a 20-second super at the U-Turn. Upper playfield targets add 5 seconds.
All shots are purple, but you can't repeat a shot until you make a different one.
Why this shotAll six standups add a ball. The super jackpot is collected at the U-Turn after the multiball ends.
Waves of lit shots. Each wave needs one more jackpot.
Why this shotWave 3 lights the U-Turn super. Then waves restart with two shots per arrow.
Worth knowing
- Rulesheet: in Jetpack, build the super to 50M with multipliers on, then Flamethrower it in single-ball for 600M.
- A Razor Crest hurry-up lights at the center ramp after the first and second multiballs.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Beskar, the Foundry and equipment
Spend Beskar on equipment at the Foundry.
Beskar comes from Hunter, Scope and The Child.
Why this shotEach item costs 50% more after you buy it. Two items in one trip are 10% off.
Equipment fires from the action button.
Why this shotAmban Rifle adds a ball in multiball. Whistling Birds collect flashing shots and lit jackpots.
On a ProRising Phoenix finishes an Encounter wave.
Shoot either orbit once, then every 2, 3 and so on after that.
Why this shotMystery awards include equipment, Beskar, multipliers and an extra ball.
Worth knowing
- An extra ball costs 600 Beskar, once.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Mini-wizards and This Is The Way
Three mini-wizards, then the wizard mode.
Play all three Razor Crest multiballs, then hit the Razor Crest enough times.
Why this shotThe exact number of hits is not documented.
Play all five Missions. The sixth Mission starts it.
Why this shotThree phases ending in a 4-ball multiball and a 60-second frenzy at 250k per switch.
Play all three Encounters, then shoot the left ramp about 7 times.
Why this shotThe exact count is not documented.
Finish all three mini-wizards, then make all six lit shots and the left scoop.
Why this shot10M, your Signet and a permanent +1x playfield multiplier. Everything resets.
Worth knowing
- Competition mode turns off randomness, extra balls and The Child.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Lucasfilm. Shot order follows the community rulesheet's strategy section (code 1.42); model differences follow the rulesheet. Point values move when Stern ships code, so trust the inserts on the machine.