Free Play Pinball Arcade, FreePlayPinballArcade.com RULES &
STRATEGY GUIDES
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LED ZEPPLIN (Pro) Stern 2020

Rules Overview:

Choose a song mode at the start of the ball. Each song lights different shots at different times in sync with the song. Keep the ball in play, and shoot the lit shots, to earn records; 5 gold records lights “Change Song” at the right orbit, with several other awards on offer for obtaining enough records and completing songs.

Shoot the left eject to select one of four tours. Each tour has its own objectives and leads to a different multiball that can be started at the left eject after completing them. Right ramp relights tours if one has been played.

Shoot the left ramp three times to start Zeppelin Multiball. On subsequent attempts, complete ROCK to light the locks.

After shooting combos, end them at any of the target banks to add to the Icarus X playfield multiplier. Use the Action Button to cap out combos if flashing and the ball doesn’t look like it will make it to a target bank in time! Complete a target bank lights the corresponding band member symbol. Complete all 4 and shoot the Icarus target to start the playfield multiplier.

Skill Shot:

After selecting the song mode you want to play, plunge the ball so it hits the lit LED target, which moves from left to right and back every few seconds. Skill shot scores 500k + 5 seconds of ball save.

Song Modes & Records:

Song modes are chosen at the beginning of every ball and run continuously throughout the ball, even during multiballs and wizard modes (excluding Top of the Charts), until the song has ended. When a song ends, that song mode ends, and the next song and song mode on the list at the back of the game will start playing.

Your goal during each song mode is to collect 5 gold records to complete the song, and/or go platinum by collecting 10 gold records. Completing the song lights the right orbit for “Change Song” and scores Band Boosts. Record sales are collected by keeping the ball moving and shooting the lit arrows that change with different musical sections of the song. White “cue” lights will blink briefly between sections to show you where the next shot is prior to the section change, and each lit shot made - and record earned - adds to the values for subsequent shots. The sequences, and lengths, for each song mode are listed below:

Good Times, Bad Times (2:42): Shots alternate between “easy” and “hard” shots.
Section 1 (intro): left orbit, center ramp, right orbit
Section 2 (verses): left eject, left ramp, side shot, right ramp
Section 3 (chorus): left orbit, center ramp, right orbit
Section 4 (solo): center ramp

Communication Breakdown (2:28): All shots start lit and then break down in half until solo at center ramp
Section 1 (intro): All shots
Section 2 (verses): Both orbits, left & right ramps
Section 3 (chorus): left eject, left ramp, side shot, right orbit
Section 4 (solo): center ramp
Shots relight after shooting all lit shots in a section or when next section starts.

Whole Lotta Love (5:28): All shots lit during chorus and ending. Roving shots during drum solo. Center ramp is lit during guitar solo.
Section 1 (intro): left orbit, side shot
Section 2 (main): left eject, left ramp, right ramp, right orbit
Section 3 (chorus): All shots
Section 2 and 3 each repeat once
Section 4 (drums): Side shot always lit. Two other lit shots start out at the left eject and left orbit and move over one shot together every 10 seconds.
Section 5 (solo): center ramp
Section 2 and 3 each repeat once again
Section 7 (ending): All shots

Immigrant Song (2:22): Outer shots start lit, shots added on each side as song progresses and then reset
Section 1: left eject & right orbit
Section 2: Section 1 + left orbit, right ramp
Section 3: Section 2 + left ramp, center ramp
Section 4: All shots
Section 5: left eject, left orbit, right ramp, right orbit
Section 6: Section 5 + left ramp, center ramp
Section 7: All shots
Section 8: left eject, left orbit, right ramp, right orbit
Section 9: All shots
Shots relight after shooting all lit shots in a section or when next section starts.

Kashmir (8:25): Shots can be merged into one and repeatably hit in some sections
Section 1: Left orbit & right orbit lit. Shooting shot on left moves it right one and shooting shot on right moves it left one. Once both shots have converged, hitting the shot will start an 8 second timer. Each hit to the converged shot resets the timer. Once the timer expires, the shots diverge apart.
Section 2: All shots
Section 1 and 2 both repeat once more each
Section 3: left eject & left orbit lit - Both stay lit
Section 2 again
Section 4: left ramp, side shot, center ramp
Section 1 and Section 2 alternate until outro
Section 5 (outro): Right orbit, right ramp, center ramp, side shot

Black Dog (4:45):Shots alternate between left half and right half until the end
Left Section: left eject, left orbit, left ramp, side shot
Right Section: right orbit, right ramp, center ramp, side shot
End Section: left ramp, center ramp, side shot
Most recently hit shot turns off until a different one is made.

Ramble On (4:43): During verses, shots slowly move around playfield. During chorus, all shots are lit.
Main Section: side shot always lit. Two other lit shots start out at the left eject and left orbit and move over one shot together about once every 5 seconds.
Shooting both of the roving shots before they move to the next shot will reset them back to their initial starting location at the left eject and left orbit
Chorus Section: All shots lit
Most recently hit shot turns off until a different one is made.
Rock and Roll (3:35): Shots alternate between ramps, orbits and all shots. Center ramp lit for guitar solo for about 35 seconds.

Section 1 (ramps): left ramp, center ramp, right ramp
Section 2 (orbits): left orbit, right orbit
Section 3: All shots
Section 4 (solo): center ramp
Ramps section repeats
Section 5 (ending): All shots

Trampled Under Foot (5:32): Shots alternate from ramps to orbits and then all shots lit during clavinet/keyboard section.
Section 1 (ramps): left ramp, center ramp, right ramp
Section 2 (orbits): left orbit, right orbit, side shot
Section 3 (clavinet): All shots
Most recently hit shot turns off until a different one is made.

The Song Remains the Same (5:27): Shots slowly added one at a time
Section 1: left orbit & left ramp
Section 2: Section 1 + center ramp
Section 3: Section 2 + left eject
Section 4: Section 3 + right ramp
Section 5: Section 4 + right orbit
Section 6: All shots
Shots do not relight until all shots in a section have been shot or a new section starts. Completing five songs qualifies Mothership Multiball, completing all 10 songs qualifies Top of the Charts, and going platinum during all 10 songs qualifies ?, all started at the right orbit.

"Change Song": After collecting the required 5 gold records during a song mode, the right orbit lights for “Change Song”. Changing to a new song allows you to progress through the game, increases the song award value, and awards 2 Band Boosts.

Once you shoot the right orbit to change songs, the feature will unlight until you score another 5 gold records on whichever song you select. (Getting 10 platinum records in a song will permanently allow you to instantly change songs whenever you play that song.)
Tour Modes:
Tours are started at the left eject when the green arrow is flashing. Shoot the right ramp at any time (excluding wizard modes) to qualify a tour if one isn’t lit.

Upon shooting the left eject, you get to choose which tour to play by using the flippers and action button. Each tour has a different set of objectives and a different associated multiball; subsequent tours during the same game add one objective to the list and 1 ball to the following multiball, up to 4 objectives and 5 balls. In this way, each item you collect on a tour is a “tour lock”, with the final “lock” being when you’ve completed all items and shoot the left eject to start multiball.

The objectives for each tour are as follows:

Tour Name Objective #1 Objective #2 Objective #3 Objective #4
US 1975 Tour Ramps Switches All target banks Combos
US 1977 Tour Bumpers Targets Left ramp Icarus target
Earl’s Court Tour Spinners LED & ZEP targets Right ramp Combos
UK 1971 Tour Orbits Ejects Center ramp Side shot

Tour Multiballs:
After completing every objective required for the current tour, the next shot to the left eject will start the tour’s corresponding Tour Multiball. These range from 2 to 5 balls, depending on which order they’re played in, and all four multiballs have different ways of lighting and scoring jackpots. All jackpot values are carried throughout and between tour multiballs.

US 1975 Tour: Shoot the ramps. Left, center, and right ramps are lit for jackpots. Hitting a jackpot unlights that shot and relights the other two shots. Right ramp scores a double jackpot. After scoring 5 jackpots, the left and center ramps turn off and only the right ramp is lit for a super jackpot worth the sum of the 5 jackpots / double jackpots achieved up to that point.

US 1977 Tour: Collect switch hits and shoot the left eject. All switches score a fraction of the current tour jackpot value, and add that value into the main jackpot, available at the left eject. Jackpot collects the tour jackpot value + however many points were built up from switches. Side shot scores a triple jackpot.

Earl’s Court Tour: Complete target banks to score jackpots and add to the super jackpots lit at three different shots. LED targets build left eject super jackpot, ZEP targets build right orbit super jackpot, ROCK targets build left ramp super jackpot. Collecting unique super jackpots adds a +1x multiplier to all future super jackpots scored during the multiball.

UK 1971 Tour: Shoot jackpots from left to right. Left eject starts as the only jackpot, hitting it will then light jackpots at left eject plus the left orbit. Hitting the left orbit will then light jackpots at left eject, left orbit, and left ramp. Hitting the faster blinking shot will relight jackpots in this manner. Right orbit scores the super jackpot, worth the sum total of all jackpots collected.

Balls can be added during all four Tour Multiball modes by shooting the Icarus target three times.

Play all four Tour Multiball modes to qualify World Tour Multiball at the left eject.

Main Multiballs:

Zeppelin Multiball:
Shoot the left ramp three times to lock 3 balls and start Zeppelin Multiball. On subsequent Zeppelin Multiball attempts during the same game, the ROCK target bank must be completed to light the locks.

Zeppelin Multiball starts with 4 jackpots lit, each marked with red arrows. Hitting one unlights it and lights a timed double jackpot (about 10 seconds) marked with a faster flashing red arrow at a shot you can combo into:

Left orbit → Upper flipper shot
Left ramp → Right orbit
Center ramp → Right orbit
Right ramp → Left eject

Once all four jackpots have been made, and all double jackpots have been either timed out or collected, the super jackpot lights at both the left eject and the upper flipper shot for the sum total of all jackpots and double jackpots achieved since the last super; the side shot scores 2x the value of the less difficult left eject. Completing the LED, ZEP, and ROCK banks while the super jackpot is lit will add a +1x multiplier to the super jackpot, up to 4x.

Balls can be added during Zeppelin Multiball by shooting the Icarus target three times.

Band Boosts:
Band Boosts are an easy way to complete combos and are used by pressing the action button when flashing green. Each game starts with 1 Band Boost qualified, and more can be earned by completing or changing song modes. Up to 5 Band Boosts can be saved at a time, and saving up 3 will enable Super Band Boost (flashing red). During single-ball play, Band Boost will instantly award 5x the current combo value and complete it at the target bank with the lowest current multiplier; while Super Band Boost awards 10x the current combo value and completes the combo, albeit adding the multiplier to 2 of the target banks (the two lowest) instead of just one. Band Boost spots a hit to the Icarus target during multiballs, while Super Band Boost instantly adds a ball.

Zeppelin Awards:
Every shot to the side flipper shot starts a super feature in the following order:

Super Spinner: Spinner(s) values are boosted by +100k/spin for 100 spins. Goes away upon draining the ball. If you complete the 100 spins, the next time you start super spinners it will be worth +200k/spin, etc.
Super Pops: Pops values are boosted by +250k/pop for 40 pops. Goes away upon draining the ball. If you complete the 40 pops, the next time you start super pops it will be worth +500k/pop, etc.
Super Slings: Slingshot values are boosted by +100k/sling for 100 slings. Goes away upon draining the ball. If you complete the 100 slings, the next time you start super slings it will be worth +200k/slingshot, etc.
Super Ramps: For 10 ramp shots, if any of the three ramps are lit during a song mode, shooting the lit ramp will score 2x the value of the song award. Goes away upon draining the ball.
Side flipper shots also add 5 seconds to the Icarus X timer. Collecting 8 Zeppelin Awards lights the left eject for extra ball.

Extra Balls:
5 Extra Balls are available on default settings, and can be collected at the left eject after:
Collecting 5 gold records during a song mode
Completing 4 songs
Starting 2 Tour Multiballs
Scoring 8 Zeppelin Awards
Collecting 5 City Jackpots during World Tour Multiball
If disabled, extra balls score 10M and can be multiplied by the playfield multiplier!

End-of-Ball Bonus:
Bonus is determined by the combos you made that ball, plus gold and platinum records you’ve collected during the game, multiplied by the bonus X which is increased by completing ROLL at the inlanes and maxes at 50x.

Wizard Modes:

Mothership Multiball:

After completing 5 songs, the next shot to the right orbit that lands in the eject will begin Mothership Multiball. Mothership Multiball is largely influenced by the currently active song, as this is used to determine jackpot shots:

Any shot that does not have a song award lit is lit for Jackpot.

Any shot that has a song award will get a record sales boost that starts at +10,000 sales, in addition to normal sales for the song award.

Scoring 5 jackpots will light super jackpots at any shot that is a current song award for the jackpot value + current song award value. Once the first super jackpot is awarded, a timer starts. When the timer expires, the super jackpots go away and sales boost is increased by +10,000. Shoot 5 more regular jackpots while super jackpots are lit to multiply super jackpots up to 3x.

World Tour Multiball:

After playing all four Tour Multiball modes, the next left eject shot will begin World Tour Multiball. This mode starts as a six-ball multiball, with all major shots and all target banks excluding the ball save target bank lit for City Jackpots. Collecting a City Jackpot removes it from the possible shot selection, and to light the next City Jackpot, you have to collect miles by shooting around the playfield. After enough miles have been collected and you land in the next city, the remaining City Jackpots you haven’t collected yet are lit. Collect one to score city jackpot worth (# of city jackpots collected x Tour Jackpot Value) and go back to collecting miles. Every 2 City Jackpots collected adds a ball to the multiball, and scoring 5 City Jackpots lights the extra ball. Upon collecting all 10 City Jackpots, super jackpots are lit and stay lit for the remainder of the multiball.

Top of the Charts Multiball:
After completing all 10 songs, the next shot to the right orbit that lands in the eject will begin Top of the Charts. This mode acts as a last-ditch effort to get all of your songs to platinum if you haven’t gotten them there yet. A bonus is scored at the start of the mode determined by how many songs you have gotten to platinum.

At the start of the multiball, the song you are closest to going platinum on will be started. The 7 major shots are lit to add sales to the current song; red shots will add 2x the sales and boost the sales of shots going forward. Locking a ball in the left eject makes sales and scores 2x for a limited time, and lights the top eject to increase the multiplier to 3x. Once you reach 999,999 sales, all shots turn off and the left eject lights to “go platinum”. Go platinum in every song you haven’t done so in to win the mode and light ?.

The mode can end prematurely if any song comes to an end, or if you drain down to 1 ball without having gone platinum. If this occurs, a sudden death timer will start - you must go platinum within this time or else the mode ends.

Upon getting all 10 songs to platinum, either by collecting 10 gold records during them or getting them to platinum during Top of the Charts, the next right eject shot will begin “?” - Celebration Day Multiball. If platinum was achieved on all 10 songs without needing to play Top of the Charts, “?” will instantly begin in its place and award 2x the normal starting bonus.

During Celebration Day Multiball, all shots are lit for song jackpots based on the total # of song shots across all songs played; shots to the left ramp score the current Zeppelin Multiball jackpot, and right ramp shots score the current Tour Multiball jackpot in addition to the song jackpots. 10% of all jackpots during the mode are added into the super jackpot, which can be collected at the side flipper shot.

When you drain down to 1 ball, super jackpots are lit on a timer at all major shots and all target banks excluding the ball save target bank. Scoring a super jackpot unlights it and increases the super jackpot multiplier by +1x, while shooting the left eject during the super jackpot phase relights all shots and resets the super jackpot multiplier. Draining or running out of time ends the mode and scores a diamond record that multiplies end-of-ball bonus by an additional +1x.








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