Rules - 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 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.

Starting a TRAIN 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.

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

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 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):

List of Training Sessions

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.

Accuracy screenshot
Accuracy

Get as many bulls-eyes as you can in the crossbow

Agility screenshot
Agility

Demonstrate high dexterity by grabbing and choking the moving monster (shot)

Bombs Away screenshot
Bombs Away!

Standups add bomb shots; explode as many as you can

Booby Trap screenshot
Booby Trap

Let the monsters catch themselves

Boomerang screenshot
Boomerang

Throw your boomerang at the enemy, but don't forget to catch it when it comes back!

Bunches of Punches screenshot
Bunches of Punches

Keep the enemy down by punching the life outta them!

Dave Says screenshot
Dave Says...

Can you listen to instructions closely? Do what Dave Says, but do the opposite of what anyone else says.

Distract and Attack screenshot
Distract and Attack

Distract the monster's attention away from you, then move in for the attack

Flame On screenshot
Flame On!

Get some pitch and then burn the place down!

Grab Those Weapons screenshot
Grab Those Weapons!

There are weapons littered all over the place. Collect them all before the monster sees you!

Kung-fu Combos screenshot
Kung-fu Combos

Have you mastered the ancient Arts of Martial Arts?

Minesweeper screenshot
Minesweeper

The playfield is now a minefield; set off those mines!

More Power screenshot
More Power

A spell is only as good as the power you hold.

No Repeats screenshot
No Repeats!

Don't beat a dead horse

Obstacles screenshot
Obstacles

Learn how to maneuver your way around debris to get to your target

Perception screenshot
Perception

Survival depends on spotting subtle differences

Quick Fire screenshot
Quick Fire

In the real world, there are no turn-based battles. Go all-in or go home!

Reflex screenshot
Reflex

Knowing when and when not to attack is critical

Sequential Punches screenshot
Sequential Punches

K.O. your enemy by dealing a critical combo of punches

Sharp Eye screenshot
Sharp Eye

Keep a sharp eye open to spot your enemy

Sneak Attack screenshot
Sneak Attack

Time your attack when the monster is the least aware to score the most damage

Stealth screenshot
Stealth

Be vewy vewy qwuiet!

Thinking Cap screenshot
Thinking Cap

Even the best hunter can't reason without intelligence

Two-handed Boomerang screenshot
Two-handed Boomerang

What's better than a boomerang? Two boomerangs! Can you juggle both of them?

Wind and Punch screenshot
Wind and Punch

Wind your arm up, and then deal a huge blow

Mini-Boss Battles

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.

Phase 1 mini-boss

Mini-boss 1 screenshot
  • All of the post-drops are raised.
  • Knock them all down to light the crossbow (standups are white, except one which is orange).
  • Hit the orange standup in the crossbow to immediately defeat the monster (20 HP).
  • 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.

Phase 2 mini-boss

Mini-boss 2 screenshot
  • 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.

Phase 3 mini-boss

Mini-boss 3 screenshot
  • The left orbit diverts all balls to the bumpers. The right orbit cannot be lit for bumper diversion during this battle.
  • Three random shots are flashing red, green, or blue. The rest are a steady dim white. The right orbit is an exception and is never lit.
  • Shooting a colored shot lights the spinner the same color. Shooting a white shot turns the spinner off.
  • When the spinner is lit, the bumper of the same color will flash for 3 seconds per spin.
  • Each hit of a flashing bumper deals 1 HP damage to the mini-boss.
  • The left orbit will not divert to the bumpers if an HP lock is lit.

Monster Attacks

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.

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.

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.

SPARE

CASTLE SPARE screenshot

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).

KILL

CASTLE KILL screenshot

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.

  • This is a 5-ball multiball with a ball shield equal to (5 * your armor class) seconds.
  • Ramps, orbits, horseshoe, captive ball, scoop, and center hole are flashing green, yellow, or red.
  • Green shots = take a bite of the most delicious side dishes for 1,000,000 points
  • Yellow shots = take a drink of the finest ale for 2,500,000 points
  • Red shots = feast upon the cooked flesh of the monsters you defeated for 5,000,000 points
  • A shot randomizes its color after being hit
  • Once you are down to your last ball in play, you get a "Last Hurrah" grace period of 10 seconds before the mini-wizard ends.

Bonus Phase (4)

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.