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 TRAIN 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.
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.
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.
Here is a table outlining what happens in each phase:
| Phase | How to spell TRAIN | Duration for each TRAIN session |
|---|---|---|
| 1 | Every standup sequentially lights one letter of TRAIN when hit regardless of which standup was hit. | 45 seconds |
| 2 | Each standup lights its respective letter of TRAIN when hit. | 60 seconds |
| 3 | Standups must each be hit/spelled sequentially from T down to N. | 75 seconds |
| Bonus (4) | Each standup must be hit three times. A slow blink = first hit, fast blink = second hit, and steady on = third hit. | Instant 2-ball with 75 seconds of ball shield |
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.
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 as a penalty.
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):
When you start a TRAIN session, one of these will be selected at random (determined by the game's seed number). 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. Additionally, for tournament compliance, when you use the same game seed number, the same TRAIN sessions and their shots are used in the same order.
Get as many bulls-eyes as you can in the crossbow
Demonstrate high dexterity by grabbing and choking the moving monster (shot)
Standups add bomb shots; explode as many as you can
Let the monsters catch themselves
Throw your boomerang at the enemy, but don't forget to catch it when it comes back!
Keep the enemy down by punching the life outta them!
Can you listen to instructions closely? Do what Dave Says, but do the opposite of what anyone else says.
Distract the monster's attention away from you, then move in for the attack
Get some pitch and then burn the place down!
There are weapons littered all over the place. Collect them all before the monster sees you!
Have you mastered the ancient Arts of Martial Arts?
The playfield is now a minefield; set off those mines!
A spell is only as good as the power you hold.
Don't beat a dead horse
Learn how to maneuver your way around debris to get to your target
Survival depends on spotting subtle differences
In the real world, there are no turn-based battles. Go all-in or go home!
Knowing when and when not to attack is critical
K.O. your enemy by dealing a critical combo of punches
Keep a sharp eye open to spot your enemy
Time your attack when the monster is the least aware to score the most damage
Be vewy vewy qwuiet!
Even the best hunter can't reason without intelligence
What's better than a boomerang? Two boomerangs! Can you juggle both of them?
Wind your arm up, and then deal a huge blow
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.
When you start a mini boss battle, you will have a ball shield equal to (2 * armor class) seconds. When the time runs out, you will still have a (red) shield, but you will take the indicated Drain Damage below each time a ball drains.
During a mini boss battle, you will have to fight a monster by doing something (indicated in the cards below) to reduce the monster's HP. When the monster reaches 0 HP, it is defeated, and you win the battle.
Every 1 HP damage dealt towards the monster awards 1,000,000 points.
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.
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.
A ball is launched in the shooter lane, but the flippers are disabled. If you hit a TRAIN standup, then you deal the final blow and KILL the monsters. If you miss the standups and let the ball drain, then you choose to SPARE them.
If you choose to spare the monsters, you must earn their trust. A 5-ball multiball begins with 3 * Armor Class seconds of ball shield.
You must hit each TRAIN target three times (light becomes solid), then shoot the scoop, and repeat 3 times to earn the trust of each of the three monsters. Each completed sequence earns you 50,000,000 points.
If you drain all 5 balls, you fail to spare the monsters, and they instead die, resulting in a KILL instead of a SPARE. (Note that you will also receive drain damage as normal).
If you select to kill the monsters, you kill them, and the Feast Mini-Wizard begins.
In Feast Mini-Wizard, you celebrate your victory over the mini-bosses by cooking up the flesh of the monsters you slayed and having a feast.
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 potentially award you 8 HP in the POTION MOTION Mini-Wizard.