One of the citizens of Wallden is a well-renowned Blacksmith. He wants to help you in your journey by providing you upgrades to your defensive equipment. This objective equates to the ballsave/shield feature. It is not usually dangerous to pursue and is quite easy to complete.
Every player has an armor class stat. This defines how long their ball shield lasts in most circumstances. The AC can be increased to a maximum of 20. The starting AC depends on the game difficulty:
Unless otherwise noted, every time a ball is plunged into play outside of multiball, a player will have a shield equal to armor class seconds. There are many other ways a shield is activated as well, which is outlined throughout the rules.
To increase the armor class, you must spell BLACKSMITH. At any time, you can shoot the horseshoe when it has a flashing letter to collect. The left side has BLACK and the right side has SMITH. Completing BLACKSMITH will increase the player's armor class by 1, assuming it is not already at the maximum of 20.
Each completion of BLACKSMITH will also activate, or increase, the ball shield by the new AC number of seconds * 2 (if playing a mode with infinite shield, it will instead add mode time equal to 1 * your new AC). One strategy is to ensure BLACKSMITH is near completion before starting a major objective so that BLACKSMITH can be finished to add or increase the ball shield for that objective.
Also note that spelling BLACK when left outlane poison is lit will turn it off. And spelling SMITH when right outlane poison is lit will turn it off.
After reaching an Armor Class of 20, the center hole begins flashing purple (when in normal gameplay). Shoot the hole to complete the BLACKSMITH objective. Upon completing the BLACKSMITH objective, the blacksmith will give you a few words of wisdom.
You are prompted on what you want to do with the Blacksmith. You can either SPARE or KILL them.
A ball is launched in the shooter lane, but the flippers are disabled. If you hit a TRAIN standup, then you attack the Blacksmith (electing to KILL him). If you miss the standups and let the ball drain, then you choose to SPARE him.
Unlike in most objectives where you have an additional objective when choosing SPARE, since Blacksmith is your ally from the start, things work backwards; the KILL option has the additional objective.
If you elect to befriend the Blacksmith, then the Blacksmith mini-wizard begins.
| BLACKSMITH letters spelled | Jackpot |
|---|---|
| 1 | 4,000,000 |
| 2 | 10,000,000 |
| 3 | 18,000,000 |
| 4 | 28,000,000 |
| 5 | 40,000,000 |
| 6 | 54,000,000 |
| 7 | 70,000,000 |
| 8 | 88,000,000 |
| 9 | 108,000,000 |
| 10 | 150,000,000 |
After draining 4 of your 5 balls, A 10-second last hurrah timer begins before the mini-wizard ends.
If you elect to kill the Blacksmith, then the Blacksmith engages you in battle. This is a particularly dangerous battle because, although you won't lose HP, you will lose AC on each ball drain as the Blacksmith steals back from you your armor for betraying him. Also, you cannot spell BLACKSMITH for ball shields anymore if you choose this option. These can prove catastrophic especially in the final boss battle.
If you end the battle with less than 5 AC, your AC will return to 5. However, after the battle, spelling BLACKSMITH no longer increases the AC or activate ball shields (because the Blacksmith is not present anymore). It also no longer turns off outlane POISON.
Players can continue spelling BLACKSMITH after the objective is completed. Every completion of BLACKSMITH will potentially award 3 HP at the POTION MOTION Mini-Wizard. In addition, if the Blacksmith is still present, a ball shield of 40 seconds will be activated.