_______  ______     ___        ______  _______ 
    /       ||   _  \   /   \     /      | |   ____|
   |   (----`|  |_)  | /  ^  \   |  ,----' |  |__
    \   \    |   ___/ /  /_\  \  |  |      |   __|
.----)   |   |  |    /  _____  \ |  `----. |  |_____
|_______/    | _|   /__/____ \__\_\______|_|________|
 /       |   /   \   |       \ |   ____||          |
|  ,-----'  /  ^  \  |  .--.  ||  |__   `---+  +---`
|  |       /  /_\  \ |  |  |  ||   __|   3D PINBALL
|  `----. /  _____  \|  '--'  ||  |_______  |  |
 \______|/__/     \__|_______/ |__________| |__|

                 By: Brian Gordon


  IN AD 2101, WAR WAS BEGINNING. RISE THROUGH THE 
  RANKS OF THE INTERNATIONAL FEDERATION BY RECOVERING 
  SATELLITES, DESTROYING DOOMSDAY MACHINES, AND 
  DEFEATING ALIENS, VIIRI, AND METEORS TO SAVE THE 
  EARTH IN 3D PINBALL SPACE CADET FOR WINDOWS.

___o_____________
Table of Contents|
 About
 Overview
 Accepting a Mission
 Completing the Missions
 Parts of the Board
 Fuel
 Skill Shots
 Scoring Tips
 Quirks
 FAQ
 Copyright Notice

_o___
About|__________________________________________________
This is the version of Pinball included with Windows ME, 
2000, XP, and 2003 Server. It is by no means a very 
complex game as far as pinball goes, but is fun 
nonetheless. The actual table was made by Maxis in 
1995. It is a very well designed board, and, despite a 
lack of the visible transports so prevalent in modern 
pinball machines, this game is very satisfying.

__o_____
Overview|_________________________________________
The game's story is as such: You are a space cadet 
attempting to rise through the ranks and save the 
earth. The game is divided into nine ranks, and you 
are promoted by completing missions. The ranks and 
their corresponding missions are charted in Listing 1.

=======================================o>=================]
Listing 1
Cadet       - Launch Training, Re-entry Training, 
              Target Practice, and Science
Ensign      - Bug Hunt, Rescue, Alien Menace, and Secret
Lieutenant  - Bug Hunt, Rescue, Alien Menace, and Secret
Captain     - Stray Comet, Space Radiation, Black Hole 
              Threat, and Cosmic Plague
L Commander - Stray Comet, Space Radiation, 
              Black Hole Threat, and Cosmic Plague
Commander   - Satellite Retrieval, Recon, Doomsday Machine, 
              and Time Warp
Commodore   - Satellite Retrieval, Recon, Doomsday Machine, 
              and Time Warp
Admiral     - Secret, Cosmic Plague, Time Warp, and Maelstrom
FleetAdmiral- Secret, Cosmic Plague, Time Warp, and Maelstrom
[=============<o==========================================

You are promoted by lighting the Progress Lights, which 
is done by completing missions. These lights are the 
blue ones in the outer circle in the middle of the 
board. Different missions light up a different number 
of lights depending on the difficulty of the mission. 
When the whole blue ring is lit, you are promoted to 
the next rank. When you complete the last mission, 
Maelstrom, all the board lights light up and it becomes 
very easy to score lots of points.

___o_______________
Accepting a Mission|______________________________________
To accept a mission, first find the Mission Targets. First 
look at your left flipper, then look up and a little to 
your left to see the left rebound, and then right above 
it three circular yellow lights. Once the ball is in play, 
a blue arrow should be pointing at them. To request a 
mission, hit one of the lights with your ball to light 
up that light. In the lower-right hand corner of the window 
the game tells you which mission you've requested. If you 
don't like that mission, hit a different light. If you light 
up all three without actually accepting one, you automatically 
request the special mission for that rank. The special mission 
is listed last of the missions for each rank in Listing 1 
and typically give you more points and light more Progress 
Lights upon completion. Once you have requested a mission, 
you must accept it by shooting your ball up the launch ramp. 
It's the big ramp in the middle of the board on the left. 
If you can get the ball all the way up and into the Launch 
Lanes (over the red light on top of the ramp), then the 
mission starts. If you lose a ball before you can accept 
the mission, then you must re-request another mission. If 
you lose a ball in mid-mission, then you must re-request 
and re-accept another mission and you lose all progress 
on the mission you had been on.

___o___________________
Completing the Missions|_________________________________
Each mission is a puzzle of reflex that you must complete 
to get a high score. The requirements for completing each 
mission are here in Listing 2.

=======================================o>=================]
Listing 2
Launch Training  - Once accepted, head up the launch ramp 
                   and over the red light three times. You 
                   get 500000 points and 6 progress lights.
Re-Entry Training- Go through any of the three lanes three 
                   times to beat this mission. You receive 
                   500000 points as well as 6 progress 
                   lights.
Target Practice  - Hit the attack bumpers eight times to 
                   complete this mission. You receive 
                   500000 points as well as 6 progress 
                   lights for this mission.
Science Mission  - Hit any nine drop targets scattered 
                   across the board. These are the little 
                   yellow rectangles that go down into the 
                   board when you hit them. You can hit 
                   the same drop target multiple times 
                   and it will still count. For completing 
                   this mission, you receive 9 progress 
                   lights and 750000 points.

Bug Hunt         - Hit any seven of the marked targets on 
                   the board. You receive 750000 points 
                   and 7 progress lights.
Rescue Mission   - First, you need to upgrade the indicated 
                   flags. Then you launch into the Hyperspace 
                   Kickout to complete the mission and get 
                   750000 points and 7 progress lights.
Alien Menace     - You must first upgrade your weapons (attack 
                   bumpers) and then hit them 12 times. You 
                   receive 750000 points and 7 progress lights 
                   for completing this mission.
Secret Mission   - Go into the yellow wormhole, then the red 
                   wormhole, and finally the green wormhole. 
                   You get 1500000 points and 10 progress 
                   lights.

Stray Comet      - When you start out, activate the entire 
                   right Hazard Target bank. After it is 
                   activated, launch up into the Hyperspace 
                   Kicker to claim 1000000 points and 8 
                   progress lights.
Space Radiation  - When you start out, activate the entire 
                   left Hazard Target bank. After it is 
                   activated, enter any wormhole to claim 
                   1000000 points and 8 progress lights.
Black Hole Threat- Launch up the Launch Ramp and down through 
                   the Launch Lanes to upgrade your engines 
                   (the Launch Bumpers). Once you have done 
                   this, navigate your ball under the ramp 
                   and into the Black Hole Knockout to 
                   receive 1000000 points and 8 progress 
                   lights.
Cosmic Plague    - All you have to do to complete this mission 
                   is to achieve 75 flag turns. Just launch 
                   up the Fuel Chute or Hyperspace Chute a 
                   bunch of time to get your 1750000 points 
                   and 11 progress lights.

Satellite Retrieval- Hit the attack bumper that's off in the 
                     Fuel Target pod a total of 9 times. Upon 
                     completion, you receive 1250000 points 
                     and 9 progress lights.
Recon Mission    - Make the ball pass through the Out Lanes, 
                   Return Lanes, or Bonus Lane a total of 15 
                   times to claim 1250000 points and 9 progress 
                   lights.
Doomsday Machine - Make the ball pass through either Out Lane 
                   3 times to get 1250000 points and 9 progress 
                   lights.
Time Warp        - Hit the Rebounds 25 times at the beginning 
                   of the mission. Then if you launch the ball 
                   up the Launch Ramp, you gain a rank, but 
                   if you launch the ball into the Hyperspace 
                   Kickout Chute, you lose a rank. For completing 
                   this mission, you receive 12 progress lights 
                   and 2000000 points.

Maelstrom        - Hit three drop targets and three spot targets 
                   (the red circular ones). Then go through 
                   five lanes (Out, Bonus, Return). Next, go 
                   up the Fuel Chute and then the Launch Ramp.
                   Hit any of the two marked flags and, after 
                   that, enter any wormhole. Lastly, launch up 
                   into the Hyperspace Kickout. You receive all 
                   18 progress lights and 5000000 points. Also, 
                   you get an extra ball and the Center Post is 
                   turned on. One final bonus gained from this 
                   mission is that all of the lights on the board 
                   come on.
[=============<o==========================================

___o______________
Parts of the Board|_________________________________________
This is by no means a comprehensive list of all the elements 
on the Pinball board. For a much more detailed list, look in 
C:\Program Files\Windows NT\Pinball and open board.bmp. If 
you installed it elsewhere, look where you installed it to. 
If it's not there, just look where the Pinball shortcut 
is targeting and open the containing folder. On to the list!
Plunger: Use this to shoot the ball up to the top of the board. 
         It is controlled by the player and is essential for 
         Skill Shots.
Flippers: These are the red flippy things at the bottom of 
          the board. You control them and they are your main 
          points of interaction with the ball and therefore 
          the board. There are two of them.
Deployment Lights: These light up as your ball passes under 
                   them. They don't give you any points, 
                   except during a Skill Shot.
Reentry Lanes: By lighting up each of these three lights on 
               the top of the board, you upgrade your weapons. 
               This basically means that you get more points 
               for hitting the attack bumpers.
Attack Bumpers: Also called "weapons", these bumpers pop your 
                ball around and give you points. Using the 
                Reentry Lanes, you can upgrade these from 
                blue to green, yellow, and finally red.
Launch Ramp: The large ramp on the left, in the middle of 
             the board. It serves to give you points, allow 
             you to accept missions, leads to refueling, 
             and is a part of some missions, like the Launch 
             Mission.
Launch Lanes: By lighting up each of these three lights next 
              to the launch ramp, you upgrade your engines. 
              This basically means that you get more points 
              for hitting the launch bumpers.
Launch Bumpers: These start out blue, like the Attack Bumpers, 
                but can be upgraded by the Launch Lanes to 
                become green, yellow, and red.
Bonus Lane: After launching up the Launch Ramp and passing 
            through the Launch Lanes and Bumpers, the ball 
            falls a short distance. When it lands, it triggers 
            a rollover switch that increases your fuel supply 
            and gives you points.
Return Lanes: On the outside edges of each Rebound, there is a 
              lane. These lanes are called Return Lanes and 
              give you points for passing through them. They 
              allow the ball access to the flipper from the 
              side.
Rebounds: These are the big triangles above the flippers. They 
          give you points when the ball bounces off of them. 
          The right rebound often causes the ball to request 
          a mission. There are also two more rebounds, to the 
          lower left and lower right of the main three Attack 
          Bumpers.
Flags: These are the spinning white rectangles at the bottom of 
       the Hyperspace Chute and the top of the Fuel Chute. You 
       get points for spinning these; the points are multiplied 
       by five if the small yellow light right under it is on.
Hyperspace Kickout: At the end of the long chute on the right 
                    is the Hyperspace Kickout. If you can get 
                    in this area multiple times in 60 seconds, 
                    then you can receive bonuses like extra 
                    balls and points. Be ready with the left 
                    flipper as the ball flies out. There is a 
                    flag at the bottom of the chute.
Black Hole Knockout: Located under the Launch Ramp, this bonus 
                     sucks in your ball and grants you 5000 
                     points.
Gravity Well: This is the red light in the center of the 
              rank circle. When it's on, it makes your ball 
              float across the screen and it's very difficult 
              to lose it.
Fuel Chute: This is the path that goes under the ramp and into 
            the upper areas of the board. When you pass over 
            the floor lights, your fuel stock is replenished. 
            There is also a flag at the top.
Hazard Target Bank: There are two HTBs, each composed of three 
                    red circular targets. Each target has its 
                    own yellow light to denote its status 
                    (activated or not activated). One bank is 
                    just to the right of the Fuel Chute flag 
                    and the other one is just to the left of 
                    the hyperspace kickout. By activating all 
                    three if the targets in one HTB, the 
                    corresponding kicker is opened.
Fuel Targets: These are the circular red targets in the pod-
              shaped chamber in the upper-left of the board. 
              If you light all three, your fuel supply is 
              increased.
Kickers: These are the automated plungers under each Out Lane. 
         The left kicker launches your ball up the Fuel Chute 
         and into the Fuel Target pod. The right kicker 
         launches your ball up over the re-entry lights. 
         To reactivate the left kicker, hit all three of the 
         left Hazard Target Bank lights. To reactivate the 
         right kicker, hit all three of the right Hazard 
         Target Bank lights.
Space Warp Rollover: When your ball rolls over this green oval, 
                     you receive 10000 points.
Out Lanes: These are the lanes right above the Kickers and 
           distal to the return lanes. They are the usual 
           cause of a ball loss, so remember those HTBs!
Medal Targets: These make up a bank of yellow dropdown targets 
               that seperates the top and bottom halves of the 
               board. When you hit all three, the blue light under 
               the bank is turned on. When you hit all three again, 
               the red light under the bank is turned on. When 
               you hit all three again, the purple light under 
               the bank is turned on. If you hit a medal target 
               when the blue or red light is on, you receive extra 
               points. If you hit a medal target when the purple 
               light is on, you receive an extra ball.

_o__
Fuel|__________________________________________________________
There is a new concept in Space Cadet Pinball, and that's fuel. 
You can check on your current fuel supply by looking at the 
number of lights that are on in the Fuel Chute. There are three 
ways to replenish your fuel supply: 
 1) Roll the ball over the fuel lights in the fuel chute.
 2) Send the ball down the bonus lane.
 3) Hit all the fuel targets.
When you run completely out of fuel, the current mission is 
terminated and you must refuel before you can do anything else.

__o________
Skill Shots|________________________________________________
This is a technique in which at the beginning of a ball, you 
don't pull the plunger down all the way so the ball falls 
back down the chute towards the plunger. However, the ball 
is ejected out of the chute and into the playing field and 
you get a Skill Shot bonus depending on how many Deployment 
Lights are activated. Listing 3 illustrates how many 
Deployment Lights are equivalent to possible Skill Shot scores.

=======================================o>=================]
Listing 3
1 Light  - 15000 Points
2 Lights - 30000 Points
3 Lights - 75000 Points
4 Lights - 30000 Points
5 Lights - 15000 Points
6 Lights - 7500  Points
[=============<o==========================================

___o________
Scoring Tips|________________________________________________
Try to complete the missions as your top priority. Unless you 
have some business in the top of the board (ie a mission), 
always try for a skill shot. Remember that you can get reflex 
shot bonuses through the Hyperspace Chute as well as the Launch 
Ramp. Always try to have your kickers open. Falling down the 
Out Lanes is the number one reason for losing a ball in this 
game. Your  flippers can almost always hit the ball if it's 
coming down the hole in the middle and the only other way to 
lose a ball is by bouncing over the kickers in the Out Lanes, 
which is very rare. It's especially easy to score if you are 
in the top half of the board for long periods of time or if 
you get the Space Warp Rollover multiple times. If you want to 
play it safe, try getting the Launch Ramp reflex shot 
(25000 points) multiple times, upgrading your engines each time 
through. With upgraded engines and weapons, particularly engines, 
the score can rack up fast. Another guaranteed way to get points is 
to use field multipliers. The field multiplier is controlled by the 
set of flags just to the left of the Re-entry lanes. If 
you hit all three flags, your multiplier is upgraded. You 
can upgrade up to four times. The multipliers reset after 
60 seconds. For each level of multiplier, all of your points 
scored are multiplied by a certain number. Those numbers are 
here, in Listing 4.

=======================================o>=================]
Listing 4
One Light    - 2x
Two Lights   - 3x
Three Lights - 5x
Four Lights  - 10
[=============<o==========================================

___o___________
Booster Targets|_____________________________________________
These are in the bank of drop targets on the far right of the 
board, the bottom-most ones. For each time you hit all three 
flags, you get a new bonus. They are listed here, in Listing 
5.

=======================================o>=================]
Listing 5
1st Bonus - The flags give you 5x as many points per spin
2nd Bonus - Points are added to the bonus every time you score
3rd Bonus - Points are added to the jackpot every time you score
4th Bonus - The bonus is not reset when the ball drains
[=============<o==========================================

___o_____________
Quirks in Pinball|__________________________________
-The license plate on the Space Cadet logo says 2001
-The ball actually gets smaller towards the back of the machine
-The Mission Targets are really those round red targets viewed 
 from the side
-Try to take a screenshot of the 3D Pinball loading screen and 
 you will get a picture of a completely inactive board.
-There are tracking lights along the upper-right edge of the 
 board that never light up except for at the beginning of 
 a new game and when your ball is in the starting chute.
-If you spin a flag and immediately start a new game, it will 
 continue to spin normally and give you some more points in the 
 new game.
-If you tilt while in the hyperspace kickout, the ball will 
 not drain, but merely transport to the deployment chute.


___o______________________
Frequently Asked Questions|____________________
 Q. Is it possible to get a 6-light Skill Shot?
 A. Yes. Actually, the hardest to get is the 4-light.
 Q. Do you get on the scoreboard if it is blank and you have 0 
    points after your third ball?
 A. No.
 Q. How do you have 0 points after your third ball?
 A. Tilt.
 Q. What is "draining"?
 A. Losing a ball when it "drains" down the hole in the bottom; 
    it's the only way to lose a ball. There are a couple of 
    types of drains: Out Drains are caused by the ball rolling 
    over a closed kicker and out of the board. Tilt Drains are 
    caused by the Tilt Light (the X below the Mission Request 
    lights) detects a tilt and the whole machine goes dead, 
    forcing the ball's eventual fall. The third type is what I 
    call a "down the middle" drain. This is when the ball falls 
    right down the middle, over the Center Post light, and off 
    the board. The last type is caused by the player being really 
    bad at the game and not hitting the flippers when the ball is 
    on them. As a result of each of these, the ball falls down.
 Q. What is the "bonus"?
 A. To activate the bonus, you have to upgrade the booster target 
    bank three times. To collect it (25000 points), either drain 
    or pass through the bonus lane when the bonus light is on.
 Q. What is the "jackpot"?
 A. To activate the jackpot, you need to upgrade your booster 
    target bank twice. Once it's activated, you can collect it 
    (20000 points) by shooting up the hyprespace chute twice.
 Q. How do you earn an extra ball?
 A. You can earn it three ways: Reach a Level 3 Commendation, 
    drop any medal target when the purple medal light is turned 
    on, or roll the ball down one of the Out Lanes when the extra 
    ball light is turned on.
 Q. What's a "redeploy"?
 A. If you drain in the first 15 seconds, then you get to play 
    that ball again.
 Q. What is the "Gravity Well"?
 A. To activate the gravity well, you must shoot the ball into the 
    hyperspace kickout five times in a row. When the gravity well 
    is active, gravity shifts to the center of the table.  If the 
    ball gets stuck on the gravity well, it is shot out in a random 
    direction and you are awarded 50,000 points. After the ball is 
    ejected, the gravity well is turned off.

___o__
Cheats|_________________________________________________________
These cheats are activated by typing their corresponding code in 
while the ball is sill sitting in the bottom of the deployment 
chute; before you pull down on the plunger... unless otherwise 
indicated of course.
Unlimited Balls-         bmax
Gravity Well-            gmax
Fleet Admiral Promotion- rmax (anytime)
Gain 1 Extra Ball-       1max (anytime)
Obviously, if you use bmax there is no way to drain and therefore 
no way to get on the high score list, so the ideal choice is to 
simply use 1max every time you drain until you are sick of playing. 
Note: when the ball drains and bmax has been entered, the instant 
the ball goes offscreen it blasts out of the yellow wormhole.


Copyright Information
This may be not be reproduced under any circumstances except 
for personal, private use. It may not be placed on any web site 
or otherwise distributed publicly without explicit written 
permission in advance. Use of this guide on any other web site 
or as a part of any public display is strictly prohibited, and 
a violation of copyright. Kudos to Pinball Help for lots of 
info, as well as Mike Pruitt (miketru@earthlink.net) for 
mission info. Minor kudos to alaskanpieII (alaskanpie@hotmail.com) 
for some info on the Maelstrom Mission. Super kudos to the 
Gamecube controller for honing my reflexes to the point where 
I could appreciate this game.
Mission data used by permission (Mike Truitt, 2004) and is 
protected by United States law and international treaties. 
To use this data on any other web site or as part of any public 
display, you must contact him at miketru@earthlink.net for 
permission.
Maelstrom mission scoring inforomation used by permission (Russel 
Abarintos, 2004) and is protected by United States law and 
international treaties. To use this data on any other web site 
or as part of any public display, you must contact him at 
alaskanpie@hotmail.com for permission.
This guide may only be found at gamefaqs.com. If you see it on 
any other website or in any publication or public forum, then 
please let me know.
This guide is protected under United States law and international 
treaties. If you copy or change this material in any way, then 
you will be held responsible for all liabilities. 

Copyright 2004 Brian Gordon
ICHTHUS