Avensis Diesel Manual | Full Pdf

1 post / 0 new
xnnrjitss xnnrjitsa
Offline
Last seen: 1년 11 개월 전
Joined: 10/22/2022 - 21:58
Avensis Diesel Manual | Full Pdf

Avensis Diesel Manual | Full Pdf

ENTER SITE »»» DOWNLOAD PDF
CLICK HERE »»» BOOK READER

File Name:Avensis Diesel Manual | Full Pdf.pdf Size: 3348 KB Type: PDF, ePub, eBook Category: Book Uploaded: 10 May 2019, 15:33 PM Rating: 4.6/5 from 724 votes.
Status: AVAILABLE

Last checked: 2 Minutes ago!

In order to read or download Avensis Diesel Manual | Full Pdf ebook, you need to create a FREE account.

Download Now!

eBook includes PDF, ePub and Kindle version

✔ Register a free 1 month Trial Account.
✔ Download as many books as you like (Personal use)
✔ Cancel the membership at any time if not satisfied.
✔ Join Over 80000 Happy Readers

Avensis Diesel Manual | Full Pdf

The 13-digit and 10-digit formats both work. Please try again.Please try again.Please try again. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required. Full content visible, double tap to read brief content. Videos Help others learn more about this product by uploading a video. Upload video To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzes reviews to verify trustworthiness. Please try again later.The manual. The manual itself just isn't what I had hoped for. I think they have gone downhill since I used to use them constantly. Buy yourself a factory service manual on cd instead. Please try again.Please try again.Please try again. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required. Full content visible, double tap to read brief content. It also analyzes reviews to verify trustworthiness. Please try again later. Michael Ellis 5.0 out of 5 stars Other than that this book is full of well-written information. I miss this era when manuals were extremely detailed.It even gives tips on how to modify it to get better performance than stock.Page 1 of 1 Start over Page 1 of 1 Previous page Next page. There is no Pressure. Rise in Park or Neutral. Line pressure tap. Min PSI. Drive 80-110. Reverse 90-140. Park 80-110. Neutral 80-110. Oil fill port here. Control PressuresIdentification. Cross Rib Shallow Pan. Torque the panConverter drainThis Book is 5R55N data. Identify the trans First. Ford 5R55-”W” or “S” trans has a. Valve Body with No bottom plate. Ford 5R55 “N” Has a ValveUse “W” book with this trans. Use this book with this transEl Monte, CA 91733-1996. Product Support. Call: 626.443.7451. Hello shop: Yes Sir, This kit fixes 5R55 S-W-N Trans’s. Fast ReferenceFast Reference.

    Tags:
  • toyota avensis 2007 diesel manual, avensis diesel manual, avensis diesel manual pdf, avensis diesel manual download, avensis diesel manual transmission, avensis diesel manual 2020.

Reverse brake drum. Low-Reverse brake drum must rotateOne way clutchFast Reference. Hold. Rotate. Hold O.D. Planet Carrier. O.D. center shaft mustOverdrive One Way Clutch. Race: LocksSun shell. Race: Free. Clockwise. The side of the race that hasFast Reference. Low-Shrink Direct clutch rings. Reduce direct clutch failure. Lube. Direct. Clutch. Forward. ClutchManifold. Bushing. Piston. Fast Reference. Hollow End. You are going to smile. New Design Flow Control. Mouse Quiet and long life.O-ring. Dimples go into Pump Pocket FirstWears out causing noise-lowAir Check: Coast and Low-Rev Servo. To air check the case use cut offCoast clutch. Low-Reverse Servo. Low apply. Reverse applyBand Adjustments. Overdrive band adjustment. Tighten band adjusting screw toThen tighten lock nut to 40 ft. lb.Tighten band adjusting screw toThen tighten lock nut to 40 ft. lb.Center Support Bolt and Valve. Body Alignment. Alignment pin. Alignment pinSeal and Spring. Air Checks CaseForward. ClutchDirect ClutchRev.Rev.Rev.GearReverse. Applied Band or ClutchRev.Fast ReferencePressureShiftShiftPressureTFT transmission fluid temperature sensor. PressureSignalNotShiftValve Body UpgradesDiscard. Original spring breaks causing no WHITEPaper ClipThis page: 5R55N Valve. Body. Has Bottom Plate. EPC Relief. If Rev solenoidEPC Relief protects parts. Relief Valve and. Retainer. Cotter PinRelief ValveBushing. If Bathtub is Closed onIf bathtub is OPEN on theThree.946 long bolts. Case GasketVB GasketN Valve Body. Right Section. Front. Section. No Valves. Back. Left SectionValves for Right Section of Valve BodyThermo ValveOverdrive Servo Control Valve. Coast Clutch ControlEnd PlugDirect Clutch ControlOriginal spring breaksBand Control ValveReverse Engagement ValveReverse Modulator ValveValves for Back Section. Of Valve Body. Low Reverse ServoMain RegulatorSolenoid Regulator. Reverse InhibitorManual. ValveValves for Left Section.

Of Valve BodyConverter Clutch ControlConverter Clutch ModulationForward Engagement ControlEnd Plug. Modulator ValveSelect ValveValve Body-Pan Side. Gasket: Bonded to plate. Bottom PlateValve Body Bolt LocationsValve Body Bolt IdentificationCheck Band anchor pinsNotch. To remove cover alignO-ring. Torque to 90 in. lb.Reverse servo check valve. ApplyMake sure O-ring has goodInternal PartsServo pin bore wear can cause a slip in 2nd, 3rdIntermediate servo. Works 3rd gear. Overdrive servo. Works 2nd and 5th gears.Or call 715-458-2617Overdrive Servo PistonServo strut must faceOverdrive band adjustment. Tighten band adjusting screw toThen tighten lock nut to 40 ft. lb.Tighten band adjusting screw toThen tighten lock nut to 40 ft. lb.Torque pump bolts to 18 lb. ft. To remove the pump you’llThis type that works well.Manifold. Original Flow Control Assembly. Wears out causing noise-lowPiston. Dimples go into Pump Pocket FirstPump Gears. Look: No dimples. Dimple side installsWear Plate. Should be scratch free. Pump Cover. Look at this side of theDimples install downPump Gears. O-ringThe Pump alignment tool is furnishedNo Gear Noise. No Gear Damage. Perfect Alignment. Align Pump and Assemble. Start bolts, leave pump halves loose. Slide Pump Tool over stator spline. Push tool, while wiggling pump body makingTighten the pump bolts to18 ft lbs. This pump is fussy about alignment. If it’s off more than a few thou it selfTech TeamEnd Play-Selective Plastic WashersPlastic selective thrustTorque the panFluid LevelFilter: XW4Z 7A 098 BBMercon V. Fill through this hole. Low fluid level complaints. Goes to neutral on a cornerDelay from Reverse toNeutral then engages withRemove plug at bottom. Car needs to be level and warmed up to approximately 80 to 120f. Fill transmissionRecommended Fluid is: “MERCON V”Return. Pressure. Switch ReverseTurbine Shaft. Speed SensorSpeed SensorSpeed SensorRange Sensor DTR. Manual LeverSignal ReturnNeutral. Power Feed. Starter Control. Back-up.

Starter to Interrupt relayTurbine Shaft. Speed SensorSpeed SensorMeasures.390 ohms. Output Shaft. Speed SensorGearshift Commanded. Position. Gear. Failsafe or noReverse. Sprag. Sprag Chart. ReverseOverrunIntermediate. Coast. ClutchDirect. Intermediate. BandClutch. BandGearGearGearOverruns during coastingGearGearManualManualManualReverse Switch. TFT Sensor. ReverseInternal ComponentsPlastic selective thrustOverdrive band. Pump assembly. Plastic selectiveTurbine shaft. Overdrive sun gearCoast clutch drum. Overdrive carrier. Can be wide or short ratio. Overdrive ring gear. RollerOverdrive sun gearTapered sideCenter supportFaces Down means: Towards output. Intermediate band. Inner lipIntermediateRoller bearingSelective roller bearing. No notch.110”. One notch.116”. Two notch.124”. Three notch.132”Roller bearing innerRoller bearing innerWasher. Washer. Forward planetaryPiston and housing. Clutch Pack. Sprag Assembly. Spacer. Roller bearing inner lip faces up. Snap ring. Low and reverse planetary carrier. Plastic spacer. Roller bearing innerSnap RingTapered side of the snap ring faces up. Snap ring is.141 thick.Faces Down means: Towards output. Roller bearing inner raceTeflon sealing ring. Output shaftLow and reverse brake drum.Output shaft. Thrust washer. Output shaft. Parking pawlClutch piston return springsClutch pack clearance should be.055”-.075”. Notice direction of grooves on friction plates.Clutch piston return springsExternally splined. Frictions are single sided. Be sure to alternate internally splined andInternally splinedGrooves in frictionClutch clearance shouldNeed some fresh ideas? Call our TechniciansClutches are oneFriction Plate ClearanceCoast Clutch and Direct Clutch. Selective Snap Ring Chart. ThicknessSnap Ring Chart. ThicknessListen UP. Manual Valve Complaints. Delayed “N” to “D” 2-3 spin up cold. Coast downshift clunk. Neutrals at a stop. Make sure the flats on the lever shaftRooster Comb. Roll pin. Lever seal. Cable Talk.

If the selector pointer Does not exactlyThen readjust cable to line up the selector pointer. Park ArmCable ArmPump dimples. HubTurbine. Stator. Cover. ClutchIf adapter has beenHold converter between your knees andWhile holdingClutch. Drum. Spacer withSun Gear. Notch. Short ratio hasShort ratio has 38 teeth. Sun Gear. Straight. Wide ratio. TabsThe inside diameter is about. Wide ratio has smaller insideWide ratio has 25 tooth pinion gears. Short ratio ring gear has 94 teeth. Wide ratio has 72 teeth. Retaining snap ring. Short ratio measuresWide ratio measuresThe 5R55N uses an aluminum pistonThe 5R55N uses 19 tooth gearsThese early and late planetsThe 5R55N has 85 teeth fromThe 5R55N has 47 teeth withRubber o-ring. Bore: Pistons are different,Scan Tools. Aftermarket scan tools. SnapOnOr. Ease DiagnosticsAir Conditioning. Alternating Current. Automatic Climate Control. Air Cleaner. Air Conditioning Refrigerant, Recovery. Recycling, Recharging. Analog to DigitalModulation. Ant. AntennaATDC After Top Dead Center. Auto. AutomaticAverageBattery Positive VoltageBARO Barometric Pressure sensorBatteryBPMV Brake Pressure Modulator ValveBTDC Before Top Dead CenterBtuCamDegrees Celsius. Charge Air Cooler. Corporate Average Fuel Economy. Calibration. Camshaft. Calif Air Resources BoardCentral Control Module. Cycling Clutch Orifice Tube. Climate Control Panel. Compact Disc. Commutator End. Cold Engine Air Bleed. Counter Electromotive ForceCubic Inch Displacement. Crankshaft Position sensor. Circuit. Closed Loop. Cigar Lighter. Camshaft Position sensor. Compressed Natural Gas. Carbon Monoxide. Carbon Dioxide. Coaxial. Communication. Connector. Connector Position Assurance. Clutch Pedal Position. Central Power Supply. Central Processing Unit. Cathode Ray Tube. Cathode Ray Tube Controller. Charging System. Closed Throttle Position. Constant Velocity (Joint). Cylinder(s). Delayed Accessory Bus. Decibels on A-weighted Scale. Direct CurrentDERM Diagnostic Energy Reserve ModuleDiff.

DifferentialDOHC Dual Overhead CamshaftsEBCM Electronic Brake Control ModuleEEPROM Electronically Erasable Programmable Read. Only Memory. EEVIR Evaporator Equalized Values in ReceiverEGRTVV Exhaust Gas Recirculation Thermal. Vacuum ValveELAP ElapsedEng. EngineEPROM Erasable Programmable Read Only MemoryTemperature ControlEVAP Evaporative EmissionExh. ExhaustFEDS Fuel Enable Data StreamFMEM Failure management effects mode. FMVSS Federal Motor Vehicle Safety Standards. Fuel Pump. FtF4WD Full Time Four Wheel DriveGen. GeneratorGM SPO General Motors Service Parts OperationsGVWR Gross Vehicle Weight RatingHarn. HarnessHg. Mercury. Hi Alt. High Altitude. HO2S Heated Oxygen SensorHeated. Heater. Head-up Display. Heater-Vent-Air Conditioning. Heater-Vent-Air Conditioning Module. Heater Vent Module. Hertz. Idle Air Control. Intake Air Temperature. Integrated Circuit or Ignition Control. Ignition Control Module. Identification or Inside Diameter. Integrated Direct IgnitionIdle Load CompensatorInjectionInstrument Panel. Instrument Panel Cluster. Instrument Panel Electrical Center. Idle Speed Control. International Standards Organization. Input Speed Shaft. Keep Alive Memory. Keyboard Display DriverKnock SensorLiter. In-Line Four Cylinder Engine. In-Line Six Cylinder EngineLiquid Crystal Display. Left Door Closed Locking. Left Door Control Module. Light Emitting Diode. Left Front.

Sign in here. By continuing past this page, you agree to abide by the Terms of Service. All other registered trademarks are the property of their respective owners. Please follow the link below for the preferred guide. Ramps and Orbits are pretty straightforward, but here are them, from left to right. Skill Shot: At the beginning, one of the three random reward targets is lit. There is a ship turned on her side left to the launch and there is an open hatch on it. Apply pressure on the launch button and watch the end of the crane as it begins turning. (The very tip, where the wire connects to the end of the crane) Now watch the open hatch, the red edge on the right with double black lines. Middle light - The tip is between the two black lines. Upper light - The tip is just above the left black line. Lower light - The tip is just reaching the right black line. Skill shot worth 500K points. Kick Backs: Light the letters S M A S H in the inlanes and outlanes to activate the left kickback, and light the letters A G A I N ton activate the right kick back. If both kickbacks are activated, then lighting the letters again earns you 250K. Ball save: Hit the Hulk ramp to activate the Save targets for a short time, then hit both targets for a ball saver. Extra ball: You have to kill 200 hivelings. To kill hivelings shoot the bumpers or the Hiveling ramp. Each bumper hit kills one hiveling and each Hiveling ramp shot kills 5 hiveling. The other way to earn an extra ball is from a random reward. Multiplier: After killing 30 hiveling the multiplier increases. For a random reward hit all three random reward targets. Random rewards are: Ball Saver. Multiplier Increased. Extra ball. Combos Double Combo - 200k. Triple Combo - 300k. Super Combo - 400k. Mega Combo - 500k. Hulk Combo - 600k. Shooting the Gamma hole five times turns on the diverter on the Hulk ramp and a successful Hulk shot will earn you a 30 second double scoring period.

Shoot the warbound orbit (either side) to light one of the WARBOUND letters. Collecting all letters will get you a Warbound member and 250K points. Hit the Arena ramp, to start building the arena. Each successful shot lights one letter in ARENA, the sixth shot will take the ball into the arena mini playfield. Here you can see the head of Doctor Strange, Iron Man, Black Bolt, and Mister Fantastic. Shoot each ramp for 500K points. After all four of the are defeated. Two targets will pop up, blocking the ramps behind them. Hit the pop up targets for 250K and the ramp behind them for 500K. After this just shoot the ball into the middle hole strong enough to earn another 500K. For the trophy just enter the arena, everything else is just a bonus. For this trophy, you have to complete 3 side mission and 4 main missions. You can check the side mission progress: Under Rage, Strength and Ship there is a Hulk fist, with the name of the corresponding side mission. This is the most important side mission. Shoot the Strength ramp five time to completely fill the bar and a trap hole opens at the Strength ramp. Shoot it to start the Strength Multiball. During this multiball the warbound mini orbit diverts the balls to the bumpers. Each bumper hit will earn 2K point. All ramps and orbits are lit and each ramp or orbit shot will increase the bumper score. Tip: Since the bumpers are hard to hit, this game mode is the perfect way to get extra balls. It is easy to start this game mode and you can earn millions at the same time. To start this game mode shoot Rage ramp 6 times. You have to fill the transporters with civilians and then evacuate them. The maximum capacity of the transporter is 50. Warbound orbits increase the remaining time. Gamma hole, left and right orbit (Sakaar, Ship), Rage and Strength ramp will put 5 civilians into the transporter, while Hulk and Hiveling ramp puts 10. Shooting the arena ramp will send the transporter and rescues the civilians.

If the time is up the number of civilians saved is multiplied by 100K. So if you rescued 43 civilians you will get 4,3 Million. Starting this side mission the second and third time will turn this game mode into a two and three ball multiball. Scoring is the same, but if you lose a ball the game mode ends. Shoot left orbit 6 times and right orbit 4 times to light the S A K A A R S H I P letters. After all letters are lit lock three balls into either orbit to start multiball. Each ramp and orbit will earn you a jackpot, after shooting all of them at least once; all ramps and orbits are lit again to earn jackpots. The mission target is blocked by a closed gate, you have to shoot it 5 times to open it. Shooting it with the left flipper can make your ball bounce back STDM, so shoot with the left only in the beginning, while ball save is still active. Otherwise just use right backhand shots (Hold the ball, release for a short time and apply full pressure. Full strength is key). The rigth backhand shot often falls back onto the rigth flipper and sometimes a missed shot will take the ball to the bumpers. To defeat The Thing you have to hit him three times. Shoot Arena (drop down opens on Hulk wire ramp), then Hulk ramp. From Hulk ramp the ball drops above the upper right flipper, shoot onto the Hiveling ramp to hit The Thing. If you hit the Hulk ramp you have one chance to hit the Hiveling ramp. You have a long time for this, but you can increase the time by shooting the ball to the warbound orbit (either side). Tip: Every Arena shot (when lit) is a jackpot (350K). After you hit Hulk ramp (either you hit Hiveling ramp or not) the arena is lit again but this time the jackpot is increased (375K). You can complete two hits on The Thing, and deliberately fail the third hit and doing only Arena, Hulk combos. Every time the jackpot increases by 25K points. You have to fight Tony Stark in his Hulkbuster armor. To defeat him you have to deliver 3 left and 3 right punch.

No overall time limit, just for the punches, so take your time. Left Punch: Shoot Arena ramp, your ball wild be kept held for a few moment under the right inlane. When the ball is released you have 15 seconds to shoot onto the Rage ramp. Right Punch: Shoot Hulk ramp, your ball wild be kept held for a few moment under the left inlane. When the ball is released you have 15 seconds to shoot onto the Strength ramp. After 3 left and 3 right punches, Tony Stark is defeated and you get 25 million points. First the Rage and Strength ramps are lit. Hit either of it and you get another ball. During the two ball multiball hit the other ramp, and a third ball will be added. During this phase Shoot any 6 ramp or orbit to light lock is lit at the left and right orbit (Sakaar, Ship). Lock the remaining balls to defeat Dr. Strange. Draining a ball during the two ball multiball phase will end the mission. You may drain one ball during the three ball phase. At the beginning of this mission four ramps will be blocked by green and blue claws. Arena and Hiveling ramp is blocked by blue claws, while Rage and Strength ramp is blocked by green claws. You can change the colour of your ball. No overall time limit, but your ball loses its colour, when the timer reaches 0 (20s). Shoot Gamma hole to make your ball green and Hulk ramp to blue. Shoot green claws (Rage, Strength) with a green ball and blue claws with a blue ball to break them. After breaking the claws shoot these ramps again to defeat Wolverine. For the Hiveling ramp, shoot the ball to the Sakaar orbit and then use you upper arm to shoot the ball onto Hiveling. All main missions are 25 Million points. After completing the 4 main missions, open and shoot the mission hole one more time. A 4 ball multiball mode will start. Build up Hulk’s rage by shooting every orbit and ramp at least once. After it all ramps and orbits are lit again for a short time for some extra points.

To finish the mission lock the remaining balls into the arena. For completing the final battle you get 50 Million points Thanks for the info! By continuing past this page, you agree to abide by the Terms of Service. All other registered trademarks are the property of their respective owners. Number of missable trophies: 0 Glitched trophies: 0 Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.These are the trophies from the MP: Infinity Gauntlet Table which is part of the Avengers Chronicles DLC. This trophy set includes the MARVEL Pinball: Infinity Gauntlet. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the Infinity Gauntlet trophies. If you do change the settings then simply click restore default settings so you can earn trophies again. This is probably one of the easiest trophies that can be found on any Zen Table, and you will most likely earn it on your very first playthrough without even trying. All you need to do is have the ball leave the bumper area through the Silver Surfboard. You need to do it 6 times and the count doesn't reset if you drain a ball. After 6th time the Silver Surfer will move towards middle of the table and you'll earn the trophy. To get the ball into Bumper area you can do one of the following: The ball-save will let you launch it again for free, which means you will drain via Surfboard 2 times per ball and will get your trophy on the final saved ball 3. Here is a video of StOrMtRoOpErMx19 earning the trophy: Once a mission has ended (either completed or failed), the bumpers go multicolor for about 30 seconds. Each time you hit the bumpers during this time you acquire souls (the score value is the number). You need to get one billion of them. Once you get the required number of souls, the Half of the Universe will be lit up at the Kiss of Death sinkhole (next to the Thanos ramp).

Just hit the hole and the trophy is yours. You always get one so shoot full power (Hold down ) when you shoot. Look at Dot Matrix Display, (DMD) as you get random rewards and one is Soul Bumpers. On ball one shoot (let go of ) right after it says Impress Mistress on the DMD. You will get Soul Bumpers and if you shot full power you should be collecting some. Use the upper right flipper to keep the ball up as long as you can. If you fall down, then let the ball drain, because you have ball save and it will go right back up there for more souls. Doing this you can collect 100-200 million souls before even playing. Upon launching ball 2 or 3 the skill shot spinner moves faster so shoot the ball at different times to account for the change in speed. For ball 2. Shoot when the DMD says Impress Mistress to get Soul Bumpers. For ball 3. Shot when the DMD says light the super skill shot to get Soul Bumpers. If you successfully complete this mode you will be rewarded with one random gem not yet obtained. This can help you obtain the To Infinity trophy.You need to shoot a ball into the lit ramp. That will open up and light another ramp. Shoot the newly lit ramp. Repeat the process 5-6 times, until the Monument Ramp opens. On successful shot up the Monument Ramp you will be awarded the gem. The gates will then reappear and you can continue to rack up points by repeating the steps above but you will not get another gem, until you restart the mode by earning 1000 million souls again. Here is a video of StOrMtRoOpErMx19 earning the trophy: Thanos you must first complete all 6 main missions and yoo will acquire an Infinity Gem for each completed mission. After you acquire all 6 gems you can then take this table to wizard mode and defeat Thanos, which is not an easy task. Below I will detail how to start and defeat all 6 main missions.

You start a gem mission by hitting the Gauntlet 3 times using one of three Gauntlet access ramps: The game will randomly select one from the ones you haven't earned yet. You can tell which Gem Missions you have played by looking at the Gauntlet right above the flippers (the played missions lights will be lit). You can tell which gems you have earned by looking at the bottom of the table (below the flippers). You need to win all gem missions in order to access the Wizard Mode that is required for the trophy (Warlock Frenzy). If you just complete all missions without winning all of them, you'll enter a smaller Wizard Mode called Thanos Frenzy that doesn't count towards a trophy in Zen 2. During that mode you'll have 2 minutes to hit various ramps for lots of points, while your view of flippers is obstructed with stone blocks. Here are the missions in the order of difficulty (easiest to hardest). To unlock the gem you need to do the following: Wait until it returns to moving at normal speed. First hit any of the three Thanos Targets. If you succeed, the lights in front of Monument Spinners will start blinking. Hit any of the two Monument Spinners. You will need to repeat steps 1 through 4 three times (more if you are not fast enough and Silver Surfer is knocked back by Thanos) to obtain the gem. If at any point you drain the ball, you will fail the mission. Tips. The ball can behave pretty unpredictable during that period. The fastest way to test if time is back to normal is by quickly tapping unused flipper. Once it starts moving with normal speed, you're good to go. Don't bother with the Right Thanos Target. Focus on the Upper Left Thanos Target instead. You can hit it pretty consistently by using the tip of right flipper. Often even if your aim is off, you will end up hitting Left Thanos Target by accident. While it can be tricky and luck based, it is quite short and you are not risking losing your main ball.

You will be transported to a separate playfield with two GUILTY signs on each side in front of stone tablets. Instead of flippers you will be using two magnets to controll the ball. To unlock this gem you will need to do the following: The tablet will descend, and the letter in front of it will disappear. Repeat above steps until you hit every stone tablet and all GUILTY sign letters are off. At this point you need hit the big stone gate in the center top, to open it. Once the gate opens, you need to sink the ball into it to obtain the gem. Tips: The best way to control the ball is by quickly pressing and immediately releasing your controller buttons. The closer the ball is to the magnet, the bigger the influence the magnet will have on the ball. Therefore if you want to bounce the ball all the way to the gate, you need to activate the magnet as the ball is almost on top of it. This will pull the ball towards the bottom wall and bounce it off at a high speed. If you want to bounce the ball only a little bit, you want to activate the magnet when the ball is further away. You never want to press both magnets at the same time, because that usually ends up sinking the ball. You can sometimes save the ball that's about to sink, by quickly alternating between pressing each magnet. The best way to avoid sinking the ball, is by pulling it in the direction in which it's falling. If the ball is travelling towards bottom left, use the left magnet to help it reach that direction. Using the right magnet in that situation would most likely end up in the ball travelling straight down the sinkhole instead. When the level first starts, the ball will always travel towards bottom right so be prepared to use that magnet right away. Whenever you hit any stone tablet, the ball has a tendency to rebound unpredictably.

The best thing to do is start with slower jumps, by activating the magnets when the ball is a ball-length away, and only start bouncing it higher, once you clear most of the lower tablets. When it starts, the table will be flipped upside down and dimmed. You will have to play upside down, which means your muscle memory goes out the door, but there will be infinite ball-save for the duration of the mode. To obtain the gem you need to do the following: Your goal is to reach 100. There will be three lit ramps at any given time, hitting any of them will advance percentage by 10 and also add extra time to complete the mission (the time added decreases with each successful hit) Each time you hit a lit ramp, the lit ramps will randomly change. Hitting Bumpers advances the percentage by 1, and pauses timer for 1 second. Once the counter reaches 100 you will obtain the gem. Tips: Focus on hitting the lit ramps but don't aim for Bumpers as the 1 per hit is not worth it. If you don't see 3 lit lanes then you are probably overlooking Giveback Orbit or the Upper Gauntlet Ramp, they're both pretty hard to hit in this mode (if you are lucky the ball will end up in secondary plunger which automatically launches it into Giveback Orbit) so it's best to focus on easier targets instead. The fact that you need to play this mode upside down makes it challenging, and while it's perfectly possible to complete it legit, you can make it extremely easy on yourself by activating one of the multiball modes while in it. See the Mutltiball sections below for this strategy. Lock 3 Balls into the gauntlet. You need to lock them one at a time and use the lane with 'BALL LOCK' icon lit in front of it. Once you lock the last ball the 3 ball multiball will start. To start Monument Multiball you must do the following: Hit the ball up Monument Ramp to destroy the Monument. You will now have to keep hitting either Monument Spinner to increase Monument build percentage from 0 to 100.

+1
0
-1

댓글 달기

CAPTCHA
This question is for testing whether or not you are a human visitor and to prevent automated spam submissions.
1 + 0 =