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

The first training session is immediately ready for the right scoop when you begin the game. Dave the Royal Trainer will give you a little lore as to what is happening and why you are here to be trained.

For future training sessions, 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 to start a training session.

Here is a table outlining what happens in each phase:
 
  Spelling TRAIN Time given for each training session
Phase 1 Every target sequentially lights one letter of TRAIN when hit regardless of order. 30 seconds
Phase 2 Each target lights their respective letter of TRAIN. 45 seconds
Phase 3 Targets must be hit / spelled sequentially from T down to N. 60 seconds
Bonus Phase (4) Each target must be hit three times. A slow blink = first hit, fast blink = second hit, and steady on = third hit. Instant Group Training (2-ball multi with 60 seconds shield time)

Group Training

Activating a power-up during a training session starts "Group Training". An adventurer is summoned to join you in your training. This results in a 2-ball multiball. The remaining training time becomes your shield time (you also get additional shield time equal to your Armor Class in seconds).

You can stack your Group Training as well; activating another power-up will summon another adventurer. This adds another ball in play (if not already maxed out at 5) and adds shield time equal to your Armor Class in seconds.

When in Group Training, training ends when you drain all but one ball instead of ending when the time runs out.

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:
  • Zen and Easy: +2 HP
  • Normal: +3 HP
  • Hard and Impossible: +4 HP
However, scoring (phase number * 10,000,000 points) or more in a training session builds up your strength and reduces your drain damage!:
  • Zen and Easy: -3 HP
  • Medium: -4 HP
  • Hard and Impossible: -5 HP

List of Training Sessions

Below is a list of training sessions you might encounter and what to do.

(Author's note: Only have 24 trainings right now, need idea for 1 more)

Title Screenshot Lore Start of the Session Objectives Additional Notes
Accuracy Crossbows are one of the most effective long-range weapons if you are accurate with them.

Two of the standup targets in the captive ball are flashing white

The third standup in the captive ball is flashing red

White captive ball standups score 2,000,000 points

Red captive ball standup scores 6,000,000 points

The standup target lit red changes each time any standup in the captive ball is hit

Bombs Away Throw some explosives at the monster for big boom-boom!

The T, A, and N standup targets are flashing green

Two random shots are flashing white

Hit the standups to throw an explosive / light another white shot

Shoot a flashing white shot to detonate an explosive for 1,500,000 points (turns the shot off)

Booby Trap They don't know what to expect when you have booby trapped the battle field!

A random peg drop target is raised

Hit the peg drop to booby trap for 250,000 points (the drop will fall and a different drop will raise)

Boomerang Learning to boomerang a dagger will come in handy

The orbits and horseshoe are flashing white

Shooting an orbit or horseshoe lights it red and its opposite side green

Shoot the opposite side (green) to boomerang the dagger for 2,500,000 points (shot turns back to white)

Shooting the red side of the orbit / horseshoe is a failed boomerang attempt and resets the orbit / horseshoe back to white

Bunches of Punches You know what I like to serve for lunch more than anything? ...a frenzy of punches right to your face!

Pop bumpers are flashing

Hit the pop bumpers to score a punch to the face and 150,000 points per hit

Right orbit diverts balls to the bumpers unlimited during the session

Choke Hold Can you catch the monster from behind and use your arms to choke them while holding an L in front of their face? Now that's what I call physical and emotional damage!

A random shot is flashing white

Shoot the flashing shot to choke the monster for 2,000,000 points

The flashing shot changes every 5 seconds

Dave Says Dave is testing your reactive and listening skills by playing a game of "Simon Says", except it's Dave doing the saying.

One random shot is flashing white.

Shoot the flashing shot if Dave Said to shoot it; earn 2,000,000 points.

Do NOT shoot the shot if Dave did not say; earn 4,000,000 points if you avoid shooting it until it changes after 7 seconds.

The flashing shot changes every 7 seconds or when shot.

Detonate Explosions are fun! Let's blow up the monster by planting some synchronized explosives.

All shots except center hole are flashing white

Center hole is flashing red

Monster is hiding behind one of the shots (except the hole)

Shoot a white shot to turn it green / arm it with an explosive

Shoot the center hole to detonate all armed explosives. If the monster was hiding behind any shot that was armed with an explosive, you score 5,000,000 points. This also resets all shots except the hole back to white, and the monster changes locations.

Distract and Attack Distract your opponent so they are more vulnerable when you go in for the kill!

Spinner is flashing pink

Shoot the spinner to distract; shots will randomly begin lighting white (the more you spin, the more shots light)

Shoot a flashing white shot to go in for the attack for 1,500,000 points (shot stays lit)

White shots only stay lit for several seconds as the distraction wears off; keep shooting the spinner to keep shots lit and keep distracting

Flame On! Are you good with fire? Are you good with Pitch? Then this battle is about to be lit!

4 random shots are flashing green

4 other random shots are flashing orange

First, shoot a green shot to pour flammable Pitch (turns the shot off)

Then, shoot an orange shot to light a fire for 2,000,000 points (turns the shot off)

Start 4 fires (shoot all 8 shots) to re-light everything and score a bonus 5,000,000 points

You must shoot a green shot (pour Pitch) before you can shoot an orange shot (start a fire)

You can shoot multiple consecutive green shots; this allows you to shoot the same number of consecutive orange shots

Bottom line, you can shoot more green shots than orange ones, but you cannot shoot more orange shots than green ones

Grab Those Weapons! There are weapons scattered about everywhere around you. Use them to your advantage. Heck, anything can be a weapon if you are clever!

Orbits, ramps, horseshoe, captive ball, and scoop are flashing white

Shoot a flashing shot to grab and fire a weapon for 1,000,000 points (shot turns off)

Turn off all shots to re-light them and score a bonus 5,000,000 points

Kung-Fu Combos A master at martial arts, you must unlock the eye of the tiger within you and Kung-Fu the Kung Fu out of your enemies!

Ramps and orbits are flashing a dim white

Shoot a ramp or orbit to turn them all green for 5 seconds

Shoot another shot while they are green to execute a Kung Fu Combo for 2,000,000 points

Shoot shots repeatedly and rapidly to keep the combo timer going and rack up the most points

Minesweeper Planting mines is the perfect recipe for disaster... for your foes!

Three peg drop targets are raised

Standup targets are flashing green

Hit a peg drop target to explode a mine for 350,000 points (the drop falls)

Hit the standup targets to raise another peg drop

More Power I see you are resorting to spells for attacks now. Very well. Just make sure to charge up the energy for a more powerful attack!

Spinner is flashing blue

A random shot is flashing white

Starting value is 1,000,000

Shoot the spinner to raise the value by 5% per spin (since it is a percentage, the more you spin, the greater the increase)

Shoot the flashing white shot to collect the value (resets the value back to 1,000,000 and changes which shot is lit)

The shot value will max out at 10,000,000.

Move Your Horse! What the… how did the "Move Your Car" guy end up in this world? And now he's complaining about our horses being in the way! Well, we don't want to mess with him. We better move our horse.

A random shot is flashing white

Shoot the flashing shot for 1,500,000 points

The flashing shot changes after each hit

Obstacles Be careful! There are objects scattered around that could trip you up as you try and attack your enemy.

A random shot is flashing white

Three random peg drop targets are raised to try and mess your shots up

Shoot the white shot to score 2,500,000 points (also changes which shot is lit)

The raised peg drop targets change every 5 seconds

Precision Don't hit a horse while it's dead. So you might not want to hit the same parts of the body either. Practice your precision at hitting each part once.

Ramps, orbits, horseshoe, scoop, and captive ball are flashing green

Shoot a green shot to collect 250,000 points + 250,000 for every red shot that was lit at the time (the shot turns red afterwards)

Turn all the shots red to turn them back to green and collect a bonus 5,000,000 points

If you shoot a red shot, all shots reset back to green; don't hit the red shots!

Quick Fire Catch those monsters off guard by firing your weapon repeatedly and quickly.

Ramps, orbits, horseshoe, captive ball, and scoop are flashing white

Value starts at 250,000 points

Shoot any shot to collect the value and then raise it by 250,000 (shot remains lit)

The value decreases by 25,000 points per second when it is above 250,000, so shoot those shots quickly and rapidly!

Scrambled Sometimes the effectiveness of an attack is just fate; trust your instincts and you won't be disappointed.

The spinner is flashing purple

One random shot is flashing white

The value starts at 400,000 points

Shoot the flashing white shot to collect the value in points (changes which shot is flashing white, but the value remains the same)

The spinner will add 200,000 points to the value, but once it reaches 4,000,000, the next spin resets it to 400,000.

Sequential Punches Sometimes you gotta strike the face in a specific order to get the best chance for a knockout!

The game will announce three colors at the start of the session

Hit the colored pop bumpers in order according to the three colors mentioned when the session started. This scores a knockout for 4,000,000 points.

The display will indicate the necessary color order whenever a ball is in the pop bumpers in case you forgot

Sharp Eye You need a sharp eye to spot the hidden monster and go in for the kill!

All shots are flashing white

One random shot will flash red, but only for a fraction of a second before turning white (you will also hear an audio queue)

Shoot the shot that flashed red to score 3,000,000 points

Every 10 seconds, the monster moves and a different shot will flash red for a fraction of a second (with an audio queue) before turning white again

Sneak Attack Wait for the perfect opportunity before attacking, but don't wait too long or the opportunity will pass.

All shots are flashing either white, blue, yellow, or red

White shots score 250,000 points each

Blue shots score 500,000 points each

Yellow shots score 1,000,000 points each

Red shots score 2,500,000 points each

Shots will progress through the color sequence of white, blue, yellow, red, back to white, throughout the session

The closer to red a shot gets, the faster it will transition to the next color; it stays on red the shortest amount of time. So be quick when making your shots!

Supercharged Your weapon is great. But it would be even better if it was... supercharged!

Spinner is flashing white

Two random shots are flashing red

The spinner scores 50,000 points per spin when white

Shoot a red shot to supercharge and turn the spinner red for 5 seconds

A red spinner scores 250,000 points per spin

Wind And Punch You know how boxers sometimes swing their arm in a quick repeated circular motion before coming in for an excruciating blow? Yeah, do that.

A random shot is flashing red

Another random shot is flashing green

A third random shot is flashing blue

Shoot a flashing shot to light the corresponding colored pop bumper for 10 seconds

Flashing pop bumpers score 300,000 points per hit

Left orbit diverts balls to the pop bumpers unlimited during the session

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 will light red to start a mini boss battle.

Mini Boss Battles

When you start a mini boss battle, you will have a ballsave / shield equal to (2 * armor class) seconds.

During a mini boss battle, you will use one of the three attacks you learned during the training sessions in that phase, and follow the same instructions as that training session to deal damage to the monster. You will choose which attack you wish to use at the start of the battle.

The monster you fight will have a number of HP depending on the phase.

And finally, you will battle with a number of balls depending on the phase; you will keep all balls in play for the duration of the battle, even if you drain them (but you will take the drain damage specified if you do not have a shield).

All of this is outlined in the below table:
Phase Points Required to Defeat Monster Drain Damage During Battle Balls in Play
1 20,000,000 (1 HP = 1,000,000)
  • Zen and Easy: 1 HP
  • Normal: 1 HP
  • Hard and Impossible: 2 HP
2
2 40,000,000 (1 HP = 1,000,000)
  • Zen and Easy: 1 HP
  • Normal: 2 HP
  • Hard and Impossible: 3 HP
3
3 60,000,000 (1 HP = 1,000,000)
  • Zen and Easy: 2 HP
  • Normal: 3 HP
  • Hard and Impossible: 4 HP
4

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,  messing with the post drops, 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 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.

Objective Completion

After completing phase 3, you are prompted on what you want to do with the three defeated monsters. You can either spare/humble them and attempt to gain them as allies, or kill them.

SPOILER WARNING

After Objective Completion

After completing the Castle objective, you enter the bonus phase (phase 4). You can continue training to improve your skills. Every additional training session you start in the bonus phase will award you 10 HP in the Potion Motion Mini-Wizard.