Objective: Castle
The King and Queen of the town of Wallden live in a castle. But the castle is surrounded by three monsters. You need to secure the castle.In this objective, you will learn how to fight through training sessions (modes) from Dave the Royal Trainer. Then, you will fight each of the three monsters to secure the castle.
The castle objective equates to the modes of the table. This is the most complex and potentially dangerous objective of the table and often takes the most time to complete. But it is usually the most rewarding regarding points.
Phases
This objective has 3 phases. In each phase, you must start / participate in 3 training sessions and then fight one of the mini-bosses guarding the castle.Starting a Training Session
Spell "TRAIN" in normal game play via the bank of 5 standup targets (lights will be yellow) to light training for the right scoop. Then, shoot the right scoop (flashing yellow TRAIN diamond) to start a training session.
When starting your first training session, Dave the Royal Trainer will give you a little lore as to what is happening and why you are here to be trained.
Here is a table outlining what happens in each phase:
Spelling TRAIN | Time given for each training session | |
---|---|---|
Phase 1 | Every standup sequentially lights one letter of TRAIN when hit regardless of which standup was hit. | 30 seconds |
Phase 2 | Each standup lights their respective letter of TRAIN. | 45 seconds |
Phase 3 | Standups must be hit / spelled sequentially from T down to N. | 60 seconds |
Bonus Phase (4) | Each standup must be hit three times. A slow blink = first hit, fast blink = second hit, and steady on = third hit. | 60 seconds and an instant TRAIN multiball |
TRAIN multiball
Activating a power-up during a training session starts "TRAIN multiball" or adds another ball if it is already active. The remaining training time becomes your shield time (you also get an additional 10 seconds).When in TRAIN multiball, training ends when you drain all but one ball.
A Blessing and a Curse
Scoring 0 points in a training session is equal to not putting a worthwhile effort into your training. If you don't work hard, you don't build up the strength you need to do well in battle. Therefore, your drain damage increases by 3 HP.
However, if you score a certain amount of points or more in a training session, you can reduce your drain damage by up to 5 HP (Drain Damage cannot drop below 5 HP):
- Phase 1: 10,000,000 points
- Phase 2: 17,500,000 points
- Phase 3: 25,000,000 points
- Bonus phase: 40,000,000 points
List of Training Sessions
When you start a TRAIN session, one of these will be selected at random (however, you will never get the same one twice unless you managed to do all of them, and in multiplayer competition play, every player gets the same sessions in the same order).
As a side note, these colors are generally (but not always) used for shots in modes representative of their function:
- White - Trigger shot (extra step involved before you score points)
- Red - Incorrect shot (when there are bad and good shots)
- Orange - Big points shot
- Amber - Points shot; moving / expiring
- Yellow - Points shot; non-moving / non-expiring
- Green - Correct shot (when there are bad and good shots), or "armed" shot
- Light Blue - Add value shot
- Blue - Add-a-shot shot
- Purple - Add time shot
Below is a list of training sessions you might encounter and what to do.
Name | Objective | Description | |
---|---|---|---|
Accuracy | Get as many bulls-eyes as you can in the crossbow |
How accurate are you with your crossbow? One random target in the crossbow is flashing orange, and the other two are flashing yellow. Yellow targets score 2,500,000 points. Orange target scores 7,500,000 points. The target lit orange changes each time any target is hit. |
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Agility | Demonstrate high dexterity by grabbing and choking the moving monster (shot) |
A random shot is flashing amber. Shoot the flashing shot to score 2,000,000 points. The shot changes every 5 seconds or each time it is collected (a grace period of 2 seconds is added when a ball enters a flashing shot). |
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Bombs Away | Standups add bomb shots; explode as many as you can |
One random shot is flashing yellow. The T, A, and N standups (of TRAIN) are flashing purple. Every hit adds a bomb / another random flashing yellow shot. Shoot a flashing yellow shot to explode a bomb and score 1,250,000 points (the shot turns off). |
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Booby Trap | Lay some post-drop traps and let the monsters catch themselves |
One random post-drop target is raised on the playfield. Hit the post-drop to score 750,000 points (the target drops and another random one raises). |
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Boomerang | Throw your boomerang on one side of the table and quickly catch it from the other side |
Ramps and orbits are flashing white. Shoot any shot to throw a boomerang. When you shoot a shot, all shots go off, and the ramp and orbit on the opposite side of the table turns orange for 7 seconds. Shoot an orange shot within the 7 seconds to catch the boomerang for 3,000,000 points. Ramps and orbits reset back to white after 7 seconds or when the boomerang is caught. Grace period: 2 seconds are added when a ball enters a flashing orange shot. |
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Bunches of Punches | Smash those bumpers as much as you can |
Pop bumpers are flashing for 200,000 points per hit. One side of the orbit is flashing green to divert balls to the bumpers. The orbits alternate every 7.5 seconds for bumper diversion. |
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Dave Says | Use your listening skills wisely to shoot the correct shot |
Two random shots are flashing yellow. If Dave (the royal trainer) announces the shot for you to shoot, shoot the shot he says to shoot and NOT the other one. If the British narrator woman announces the shot for you to shoot, then shoot the OTHER lit shot and NOT the one she said to shoot. Every correct shot scores 3,000,000 points. Shooting the wrong shot penalizes you for 7 seconds (no shots are lit for 7 seconds). |
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Distract and Attack | Distract the monster with the spinner, and then attack with a flashing shot |
One random shot is flashing orange for 15 seconds, and the spinner is flashing blue. Distract the monster by shooting the spinner; every 5 spins will add an orange shot for 15 seconds (if all shots are already lit, then 15 seconds is added to one of them). Every orange shot attacks the monster for 1,500,000 points (the shot remains lit until its time expires, so keep attacking!) Remember: shots flash faster when their time runs out. |
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Flame On! | Get some pitch and then burn the place down! |
Four random shots are flashing green, and the other four are flashing orange. First, you need to collect pitch (green shots). Then, you can start fires (orange shots) which score 2,000,000 points. If you start all four fires, you score a bonus 4,000,000 points and all shots turn back on. Remember: You can collect more green shots than orange, but you cannot collect more orange shots than green. |
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Grab Those Weapons! | Every shot has a weapon; can you get them all? |
All primary shots are flashing yellow. Shoot a shot to collect the weapon for 1,000,000 points (and the shot turns off). Collect all 8 weapons for a bonus 3,000,000 points (and all shots re-light). |
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Kung-Fu Combos | Show you have mastered Martial Arts by making specialized combo shots |
The ramps and orbits are flashing white. Shoot any shot to turn them orange for 5 seconds. Shoot any shot again before 5 seconds is up to score a Kung-Fu Combo for 2,000,000 points; the shots stay orange and it also resets the 5-second timer, so keep shooting! Shots reset to white when you go 5 seconds without collecting a combo. Grace period: entering a shot when it is orange will add 2 seconds to the combo timer. |
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Minesweeper | The playfield is now a minefield; set off those mines! |
Three random post-drop target mines on the playfield are raised. The standup targets are flashing blue. Hitting a post-drop will explode the mine for 500,000 points; the post-drop also drops. Every standup target hit will raise another random post-drop target mine. |
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More Power | Increase your spell power with the spinner, and cast your spell with the flashing shot! |
A random shot is flashing yellow to cast the spell, and the spinner is flashing blue to increase the spell's power. The starting value of the yellow shot is 1,000,000 points. Every spin of the spinner increases the value of the yellow shot by 10% its current value (maxes out at 10,000,000). Shooting the yellow shot casts your spell and awards the value (also, the value resets to 1,000,000 and a different shot is flashing yellow). The current value is displayed on the DMD next to the yellow dollar-sign. |
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Obstacles | Avoid the obstacles, and shoot the flashing shots |
A random shot is flashing yellow, but three random post-drop targets are also raised on the playfield. Hitting a post-drop does nothing but block your ball from making your shots. Every 2 seconds, one random post-drop lowers and another random one raises. Every yellow shot completed awards 2,500,000 points (and changes which shot is lit). Pro tip: The post-drops seem completely random but are actually in a randomized sequence:
|
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Perception | Find the odd one out and shoot it |
All the shots are flashing, but one of the shots is very slightly different from the rest. Shoot the shot which stands out for 2,000,000 points (this also randomizes everything). |
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Precision | Don't hit the same shot twice! |
All shots are flashing green. Shooting a green shot turns it red and scores 500,000 points + 250,000 points for every red shot there were prior to shooting it. Shooting a red shot resets all the shots back to green; tough luck! If you complete all green shots without hitting a red one, you score a bonus 5,000,000 points (and all the shots turn back to green). |
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Quick Fire | It's time to go all-in! Shoot anything and everything as many times as you can as quickly as you can. |
All shots are flashing yellow. The value (indicated by a yellow dollar sign on the DMD) starts at 250,000 points. Every shot made scores the value and increases it by 250,000 points (all shots remain lit the entire training session). When the value is above 250,000, it falls by 4% every 0.5 seconds. So shoot those shots quickly to ramp up the value and keep it up! |
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Reflex | Don't run a red light! |
All shots are flashing either red, amber, or green. When green, every shot made scores 500,000 points. When amber, every shot made scores 250,000 points. When red, every shot made adds 3 seconds to the duration of time the lights stay red (not only do you score nothing, but you increase the period of time in which you will be scoring nothing). Lights will randomly (and together) change between red and green; amber is used as a 2-second warning transition from green to red. |
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Sequential Punches | Throw punches at the bumpers in the order given to score a knockout |
At the start of the session, a sequence of three colors are announced. Hit the pop bumpers in the given sequence; each time you will score a knockout of 3,000,000 points. Pro tip: This mode operates on a daisy-chain. The DMD will indicate the 3-color sequence you currently have set. Each time you hit a bumper, its color is added on the right-side and pushes the remaining colors left (the left-most falls off). Once your 3-color sequence matches what was announced, you score a knockout. The DMD will remind you of the sequence you need; the bumpers will also continuously pulse in the sequence. |
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Sharp Eye | Keep a sharp look-out on the table for the shot you need to make |
All shots are flashing white, but one random shot will briefly flash orange for a split-second, exposing the monster. Shoot the shot which flashed orange to attack the monster for 3,000,000 points. If you do not shoot the shot which flashed orange within 10 seconds, the monster moves... a different shot will flash orange, and you will need to instead shoot that one. Grace period: If your ball enters the shot which flashed orange, 2 seconds are added to the 10-second timer. |
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Sneak Attack | Time your shots perfectly for the most points |
All shots start off by flashing white. All shots will alternate color between white, green, yellow, and red respectively. Additionally and respectively, the amount of time the lights spend on that color decreases as indicated below. Score this many points depending on the color of the shots when you completed the shot (amount of time the shots spend on that color in parenthesis):
There is NO grace period in this mode when balls enter shots, so time your shots wisely. |
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Stealth | Shhh, be very quiet and don't do anything! |
All the lights go out except the inlane GI which flashes blue (the interval gives an indication of the time left until you collect the value). Live flips only; you cannot hold your flippers up during this mode (that would be cheating ;) ). Value starts at 10,000,000 points (indicated on the DMD). The value decreases whenever you do anything on the table:
After 15 seconds*, you will score the value (if there are any points left on it), and the value resets to 10,000,000 points. *Actually it's 14.9 seconds; this had to be done to avoid a timer discrepancy which could result in you getting robbed points / a collection when the mode time runs out. |
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Thinking Cap | Use your brain to correctly answer questions with the shots you make |
Three random shots are lit: red, yellow, and green. Two random numbers are on the DMD with a question mark in the middle. If the first number is less than the second one, shoot the red shot. If the two numbers are equal, shoot the yellow shot. If the first number is greater than the second number, shoot the green shot. Every correct answer awards 3,000,000 points. The shots and the numbers are randomized after every right or wrong answer. |
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Two-handed Boomerang | Try throwing and catching two boomerangs at the same time |
Ramps and orbits are flashing white. When any white shot is made, this throws a boomerang from one hand, turning the shot red and its opposing shot (on the opposite side of the table) green. Shoot a green shot to catch the boomerang for 2,500,000 points (the two shots reset back to white). Don't shoot the red shot though or you miss the boomerang; both those shots reset back to white with no points. Ramps and orbits operate independently of each other, hence the two-handed boomerang. |
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Wind And Punch | Light the bumpers and then smash them |
Three random shots are flashing; one red, one green, one blue. Shoot a shot to flash its corresponding colored bumper for 10 seconds (or add 10 seconds to its current time). Flashing bumpers score 300,000 points per hit. Both orbits divert balls to the bumpers during this mode. |
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Starting a Mini Boss Battle
After completing 3 training sessions in a phase, the standup lights will be red instead of yellow to indicate you are now progressing towards a mini boss battle. Hit the standups as you would to light a training session. After completing them, the right scoop TRAIN diamond will flash red to start the mini boss battle.Mini Boss Battles
When you start a mini boss battle, you will have a ball shield equal to (2 * armor class) seconds.
During a mini boss battle, you will have to fight a monster by doing something (indicated in the table below) to reduce the monster's HP. When the monster reaches 0 HP, it is defeated, and you win the battle.
Every 1 HP dealt towards the monster awards 1,000,000 points.
Phase | Monster HP | Drain Damage During Battle | Balls in Play | Objectives |
---|---|---|---|---|
1 | 20 |
|
2 |
All of the post-drops are raised. Knock them all down to then light the crossbow (standups are white, except one which is orange). Hit the orange standup in the crossbow to immediately defeat the monster. If you hit a white standup, you only deal 10 HP damage, and the post-drops come back up, making you repeat the process one more time. |
2 | 40 |
|
3 |
All shots are lit white, and the hole is lit orange. The monster is hiding behind one of the shots. Shoot a shot to arm it with an explosive (turns it green). Shoot the hole to detonate all armed explosives. If the monster was behind one of the armed shots, you deal 10 HP damage. Otherwise, you get nothing. All shots reset, and the monster moves shots, after each detonation. |
3 | 60 |
|
4 |
The left orbit diverts all balls to the bumpers. The crossbow standups are flashing; one red, one green, and one blue. Hitting a standup lights the spinner the same color for 15 seconds (the crossbow standups turn off until the spinner expires). Every spin lights the bumper of the same color for 3 seconds. Every hit of a flashing bumper deals 1 HP damage to the monster. |
Player and Monster Health
During the battle, the mini boss may launch attacks to try and distract you or make you lose your balls. They can include but are not limited to table shakes, flipper shakes, flipper freezes, flipper reversals, flashing the big bright flashers, or playing an obnoxiously loud and annoying sound.Remember that you can heal HP during the battle via the 3 "+HP" drop target bank, and you can activate a ballsave / shield equal to 2 * armor class seconds by spelling BLACKSMITH.
When you defeat the monster, the mini boss battle multiball ends, you score the points earned from your attack during the battle, and you move to the next phase of the objective.