Objective: Final Boss Battle

Your journey is coming to an end. You have completed the other objectives. And now, all that is left is to defeat the Final Boss. Then, Wallden will be saved. …right?
 

SPOILER ALERT!

The game play of this wizard mode is meant to be a secret that players have no knowledge of until they achieve it. If you do not like secret game play being spoiled to you, please leave this page immediately.

SPOILER WARNING

Starting the Final Boss Battle

After the Potion Motion Wizard, the center hole is lit red for the Final Boss Battle. Simply shoot it to start it.

The Final Boss Battle - Neutral and Evil Routes

If at least one objective was not completed in SPARE (white) state, then the final boss will proceed as follows.

DANGEROUS! NO GOING BACK!

Once you start the final boss battle, there is no going back! When you lose all your HP, you die and the game is over. There are no death saves anymore. And there are no buy-ins anymore. This is it! Everything you worked up to this point is on the line. Now, go get em' champ!

Upon starting the final boss battle, you will receive some lore, including a secret plot twist to your entire adventure and the morals for which you stood by.

Then, the final boss activates 4 levels of defenses (barrier wall, shield via a spell, heavy defensive armor, and an army of vikings) to prevent you from hurting him. And finally, the battle begins in a series of 5 stages.

After each stage, the flippers will freeze and drain the balls. You will then be instructed on the next stage.

During the final boss battle, drained balls will return back into play, but they will deal the following damage depending on the set table difficulty:
  • Zen and Easy: 4 HP
  • Normal: 6 HP
  • Hard and Impossible: 8 HP
The start of each stage will give the player a ball shield of 20 seconds (60 seconds in Impossible difficulty). BLACKSMITH can be spelled to award another 20-second ball shield. And remember that the drop target bank can award HP as well.

Collaborative Play Differences

The Final Boss Battle works a little differently in collaborative play, engaging all of the players instead of only the one who started the battle:
  • After each stage, a different player is prompted to go to the pinball table to start the next stage.
  • If a player dies in the middle of a stage, another player still alive is prompted to come up to the table and resume the stage (the balls will be re-launched).
  • If all players die before defeating the boss, the game is over.

Stage 1: Tear down the barrier wall

  • 1 ball in play
  • All of the peg drop targets come up
  • Simply knock down all the peg drops to destroy the barrier wall and complete this stage for 20,000,000 points.

Stage 2: Shatter the forcefield

  • 2 balls in play
  • Spinner turns on and off every 3 seconds
  • Spin the spinner to destroy the forcefield; every spin when it is lit decreases the shield by 1%.
  • Destroying the shield awards 40,000,000 points.

Stage 3: Destroy the armor

  • 3 balls in play
  • Pop bumpers are flashing, but you still need to use the inlanes to activate the orbits for diversion to the bumpers.
  • The boss has 3 pieces of armor, each with 50 HP, and each represented by one of the pop bumpers: Helmet / face shield, body armor / chain mail, and a hand-held shield plate.
  • Each bumper hit deals 1 HP damage to the respective armor.
  • Destroy all 3 pieces of armor to complete the stage for 60,000,000 points.

Stage 4: Slaughter the Vikings

  • 4 balls in play
  • With no physical defenses left for the boss, the viking army takes over. Ramps, orbits, horseshoe, captive ball, and right scoop are flashing green.
  • Shoot a shot to deal damage to the viking (color changes from green to blue, blue to yellow, yellow to orange, orange to red, and red to off).
  • Kill all vikings to complete the stage for 80,000,000 points.

Stage 5: Massacre the Boss

The boss has no defenses left! Now is the time to go all-out and attack the boss with everything you got! But the boss is not happy about you destroying all his defenses. He is going to do everything in his power to stop you by messing around with the table in this stage: flipper shakes, flipper freezes, flipper reversals, blinding lights, annoying sounds, and resetting the 3 drop target bank you use to heal.
  • The boss has 500 HP
  • 5 balls in play
  • Table shaker motor will pulse gently with the beat of the music to make things more difficult in addition to the attacks the boss will launch on you.
  • Ramps, orbits, horseshoe, captive ball, right scoop, and center hole are all flashing green, yellow, or red, and is randomized on each hit
    • Green = 2 HP damage to the boss
    • Yellow = 5 HP damage to the boss
    • Red = 10 HP damage to the boss
  • Flashing TRAIN standup target deals 5 HP damage to the boss
  • Flashing pop bumper deals 1 HP damage to the boss per hit (randomizes on each orbit shot)
  • Peg drops deal 1 HP damage per hit.
  • Flashing captive ball standup will light the spinner for 15 seconds when hit.
  • Lit spinner deals 1 HP damage to the boss per spin.
  • Defeat the final boss to complete the stage for 200,000,000 points.

The Final Boss Battle - Good Route

If all of the objectives have been completed in SPARE (white) state, then the final boss proceeds as follows.

Upon starting the final boss battle, you will receive some lore, including a secret plot twist to your entire adventure and the morals for which you stood by.

The Final Boss then ensures they have an edge over you by casting a nasty spell on you. Your HP gets reduced to 10 HP. And you get an "HPity Bonus" of 1,000,000 points per HP you just lost.

If you had less than 10 HP going in to the battle, you gain HP until you have 10, but the Final Boss steals 250,000 points from you in the HPity Bonus per HP you received.

Collaborative Play

In collaborative play, the initial spell also affects everyone else (giving everyone an HPity Bonus), and everyone's HP will also be reduced to 10 HP.

Also, all other players are engaged in the battle as well; when one player dies, the next player still alive will resume the battle.

The Battle

Unlike in Pacifist and Neutral where the boss activates multiple lines of defense, because they think you're too weak to defeat him, you go straight to fighting the final boss directly.
  • The boss has 500 HP
  • 3 balls in play, AC class seconds of ball shield. After that, balls come back into play but deal 5 HP drain damage.
  • One random shot is lit red to deal damage towards the boss (5 HP per hit)
  • Defeat the final boss for 300,000,000 points
  • Note that the +HP targets do not heal HP in the Good Route Final Boss Battle, nor can BLACKSMITH be spelled for more ball shield.

Repeated Dying and Revival by Allies

The Final Boss is initially set up for failure; it is expected that the players die throughout the battle. But this does not result in a game over, unlike in Neutral and Evil routes.

Each time a player dies, the final boss laughs and taunts them, and the following happens:
  • One of the 7 allies you made throughout your journey (one of the citizens you evacuated being your ally for ESCAPE) will appear with a revival potion. They give you the potion, you recover 10 HP, and they join you in battle.
  • The battle resumes (for the next player if playing collaborative) with a new shot added that can be hit to deal 5 HP damage to the boss.
  • This process of dying and being revived by another ally repeats until all 7 allies have now joined the players in battle, and all 8 primary shots (ramps, orbits, horseshoe, scoop, and crossbow) are flashing red to deal damage towards the monster.

The Last Death

After all allies have joined, once all players die (in the case of collaborative, for example), the Final Boss laughs again and questions how the players are going to recover now. He declares victory in the battle and is about to leave for the Castle to overthrow the King and Queen until…

an angel appears. It's Lovinity, the angel who has been watching your every move throughout the entire game from afar. She uses a special Chakra spell, harnessing the auras of each of the 7 allies (each having one of the 7 primary Chakras) to bring back all the players, this time with 999 (unlimited) HP each. The Final Boss now becomes fearful of his fate, and the battle resumes.

But this time, it is destiny for the players to win.
  • 5 balls in play now.
  • The Chakras, now surrounding the players as a result of the spell, prevent any damage from being taken by the players.
  • All 8 shots lit again for 5 HP damage to the Final Boss

Defeating the Final Boss

If the boss reaches 0 HP before you do, you defeat the boss. The flippers freeze to drain the balls while a spectacle is played out on the table as the final boss slowly falls to his demise.

You are then presented, for the last time, with the option to SPARE or KILL the Final Boss.

After making your selection, you proceed to the Final Judgment (?).