Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
7 shots
Start with a Dungeon Crawl
Kineticist's opening: pick a character and a town, skip travel, and go into the dungeon. When the crawl is over, open Step 2 - Cube Multiball.
Before you plunge
The right flipper picks a character. New players: Ardor the Paladin. Want more shield time: Helenir the Wizard.
Why this shotArdor needs fewer hits to beat the dragon, so Kineticist recommends him to new players. Helenir's shield stays up longer.
The left flipper picks the starting town. Then plunge.
Why this shotKineticist: Retrieve a Potion for Nighdaar in Arabel is simple and pays well. Kobold Town has Rescue Missing Miners and the safe Spy on Puck.
Short plunge into the upper loop. Super skill shot: left eject, then bridge ramp, then right ramp.
Why this shotA cheap start: 2M, more on later balls. The super and hidden temple skill shots start at 6M.
Light the dungeon
Travel lights blue shots. Ignore them. Hit the orange dungeon targets by the right orbit and bridge ramp, or the center spinner.
Why this shotKineticist: the crawl builds a strong base score and can give legendary equipment.
When the crawl is lit, shoot the center spinner.
Why this shotThe crawl starts with 20 seconds of ball save.
On a ProHit the spinner again within 15 seconds.
In the dungeon
Orange shots move you forward. Purple shots reach a door. Pick a door with the flippers or the action button.
Why this shotEach level down adds 20 seconds of ball save. Levels 2 to 5 can hold legendary equipment.
Battles pay 5M+, 10M+ when won, and a win lights the left eject for treasure. The award room on level 1 can give an extra ball.
Why this shotTraps end the crawl. A drain saves your spot, and the next crawl starts near it.
Worth knowing
- Dungeon maps reset every Sunday and are the same for everyone on that machine.
- In competition play, one crawl per ball.
- Kineticist's main rule: do not risk the ball unless you have to.
Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
7 shots
Then Cube Multiball
Kineticist calls it more valuable than Dragon Multiball. Start a quest first so the multiball helps finish it. When it ends, open Step 3 - Dragon Multiball.
Set it up
Shoot a yellow choose-action shot and pick a quest.
Why this shotCube Multiball only relights after you complete a quest. Stacking the two gets the next Cube lit faster.
Backhand the left orbit from the left flipper.
Why this shotThe cube ramp has to come down before the left ramp can lock a ball.
Raise the shield with the action button to slow the ball, then shoot the left ramp from the right flipper.
Why this shotThe left ramp cannot be backhanded. Kineticist calls this shield staging.
Left orbit, left ramp, again, until the machine starts the lock hurry-up.
Why this shotThe number of locks is an operator setting. On the default it is random from 1 to 4 and fixed for the week.
While the lock hurry-up runs, the right orbit adds a ball and 5M. The last left ramp shot adds a fourth ball.
Why this shotThe hurry-up starts at 5M and becomes your jackpot value, so every bit added pays again later.
During the multiball
Four shots are lit. Collect all of them.
Why this shotEach jackpot pays the hurry-up value and adds 3M to the next, up to 25M.
Collecting all four jackpots lights the super jackpot in the side loop.
Why this shot20M, the biggest single shot in the multiball.
Worth knowing
- A second ball can lock at the magnet near the upper flipper. The left ramp then starts the multiball with a fourth ball.
- Finish the quest you stacked and Cube is ready again.
Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
6 shots
Then Dragon Multiball
Spell DRAGON, start a quest, then the multiball. When it is over, open Step 4 - Tavern Brawl.
Light it
Hit the 3-bank under Rath, mostly from the left flipper.
Why this shotKineticist: hit it as many times as you can before the ball save ends. The first time, letters come quickly.
Shoot a yellow shot and pick a quest.
Why this shotThe multiball's extra balls finish the quest for you.
Shoot the right orbit or the bridge ramp.
Why this shotIt starts with unlimited ball save and adds a shield.
On a ProA 6-ball multiball.
Beat the dragon
The first fight needs 9 hits on Rath before 14 drains.
Why this shotYou have to win before too many balls drain. Each win makes the next dragon tougher.
On a ProRath moves up and down to block the 3-bank. Hit him directly.
Flashing shots pay jackpots at 1x, 2x and 3x.
Why this shotJackpots are worth more the more drains you have left. A super jackpot adds a shield and damages the dragon.
Beating Rath starts Town Celebration Multiball. Collect every jackpot to light a 4x super jackpot.
Why this shotThe next purchase at Fizmo's shop is half price.
Worth knowing
- Playing Dragon Multiball three times lights an extra ball.
- If you lose, the flippers freeze and every ball drains.
Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Tavern Brawl
Kineticist's top scoring goal. It lights after Dragon Multiball, Cube Multiball and a dungeon crawl. Skip town dungeons until it is done; they slow you down.
When it is lit, shoot the center spinner. It is a 2-ball multiball.
Why this shotStarting both multiballs and a crawl is what lights it.
Shoot the center spinner three times to lower the left ramp.
Why this shotThe lowered left ramp loops jackpots. Lower it again when it goes back up.
Jackpots at the left ramp go 1x, 2x and 3x.
Why this shotJackpots start at a few million and keep rising.
Spell DRAGON, then shoot the shortcut mini-loop.
Why this shotKineticist's add-a-ball. It also lights a one-time super jackpot.
On a ProDRAGON is needed for the super jackpot.
Worth knowing
- You can buy Tavern Brawl at Fizmo's shop for 1250 gold, as often as you like.
Not the next step. Open a quest page only when you are choosing one, or already in it.
3 shots
Choosing a quest
Quests start from the yellow shot. Open this when you are picking one.
Shoot a yellow choose-action shot, then pick with the flippers.
Why this shotQuests are marked 1, 2 or 3 with an orange, white, blue or purple border.
Finish the level 1 and level 2 quests of one colour, in either order, to unlock its level 3 quest.
Why this shotLevel 3 quests are in Dragonspear Castle or Gauntlgrym and award an artifact.
A failed quest usually costs nothing. A completed one cannot be played again.
Why this shotThe exception: losing a level 3 quest loses its artifact.
Worth knowing
- Kineticist's first picks: Retrieve a Potion for Nighdaar in Arabel; Rescue Missing Miners and Spy on Puck in Kobold Town.
- In Greenest, pick A or B for each colour, not both.
Not the next step. Open a quest page only when you are choosing one, or already in it.
4 shots
Fighting in quests
Most quests have a fight. These are the tools.
Red shots deal damage. Each one rolls a d20 for each party member.
Why this shotMonsters attack faster as the red arrows flash faster. A party member at 0 HP is out, and a wiped party fails the quest.
Hold the action button. A blue arrow sweeps the shots. Let go on the one you want.
Why this shotIt spots that shot for battle damage. Any lane or ramp reloads it.
When the captive ball flashes, hit it twice within 15 seconds.
Why this shotA crit spots a battle shot and advances Dragon and Cube. Kineticist hits it from the lower right flipper.
Green shots use a healing potion. You carry up to three.
Why this shotPotions keep the party alive. Save them for town dungeon phases.
Worth knowing
- Frey the Cleric does bonus damage to undead. Ardor the Paladin does bonus damage to dragons.
- Wizards cannot buy ranged weapons, and the Barbarian has none.
Not the next step. Open a quest page only when you are choosing one, or already in it.
4 shots
Level 3 quests and artifacts
Each colour's level 3 quest awards an artifact.
In Dragonspear Castle. Awards the Dragon Heart Shield.
Why this shotThe Dragon Heart Shield lets you bank five shields instead of two.
In Dragonspear Castle. Awards Mercy the Broadsword.
Why this shotMercy does double damage and heals half the damage dealt.
In Gauntlgrym. Awards the Oculus Bow of True Aim.
Why this shotThe Oculus Bow's ranged shot covers two lanes.
In Gauntlgrym. Awards the Lifeblood Armor.
Why this shot+2 AC, and it reflects half the damage you take.
Worth knowing
- Losing a level 3 quest forfeits its artifact. Start one with a shield ready.
Not the next step. Open a quest page only when you are choosing one, or already in it.
3 shots
Town Dungeons
Finish every levelled quest in a town to unlock its dungeon. Kineticist skips these until Tavern Brawl is done.
Once a town's quests are done, its dungeon is offered at the yellow shot.
Why this shotIt runs in several phases and blocks other multiballs while it runs.
Use the green shots between phases.
Why this shotStarting the Westgate, Greenest, Dragonspear or Kobold Town dungeon gives three potions.
Completing any town dungeon unlocks Darkhold, with a Goblin Portal bonus round and unlimited ball save.
Why this shotKineticist says the Goblin Portal round can pass 100M.
Worth knowing
- The Lich of Dragonspear Castle and the Battle of Gauntlgrym lead to the wizard modes. See On the side - Endgame.
Cube Multiball, Dragon Multiball and Tavern Brawl are already in Starting Shots. These pages are for later.
3 shots
Dragon Multiball, later levels
Each win raises the dragon's level, up to 10.
After the first, each letter needs a full 3-bank completion.
Why this shotFrom level 3, DRAGON has to be spelled on one ball without draining.
Each win adds a level and needs more hits on Rath.
Why this shotInsider Connected saves your dragon level between games.
The super jackpot grows with the dragon level.
Why this shotIt starts at 3M, plus 500k per level, plus the jackpots you collected.
Worth knowing
- After a win, Fizmo's prices are halved.
Cube Multiball, Dragon Multiball and Tavern Brawl are already in Starting Shots. These pages are for later.
3 shots
Cube Multiball again
It relights after you complete a quest.
Finish any quest from the yellow shot.
Why this shotThat is the only way to relight it.
Left orbit, then left ramp, as in Step 2 - Cube Multiball.
Why this shotThe lock count stays the same for the week.
Start a new quest before the last lock.
Why this shotThe multiball finishes the quest, which relights the next Cube.
Worth knowing
- Jackpots cap at 25M, the super jackpot is 20M.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
The shield
Your ball save, and a way to slow the ball down.
Press the action button when shield is lit.
Why this shotIt saves a drain. There is a short delay before it rises, so press early.
Complete the return lanes.
Why this shotEach use raises how many completions the next one needs, up to 5.
Raise the shield to slow the ball, then aim.
Why this shotKineticist finds the left orbit, left ramp and right ramp the most consistent this way.
Worth knowing
- Helenir the Wizard keeps the shield up longer.
- You can bank two shields, five with the Dragon Heart Shield.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
Fizmo's shop
Spend gold between modes.
The left eject is the shop when no mode is running in a town.
Why this shotEach town sells four items. Stock resets every week.
Cheap: a DRAGON letter, crawl light, three potions, 2x scoring. Big: an extra ball, Tavern Brawl, Tiny's Dice Game.
Why this shotEach repeat purchase costs 10% more. Prices halve after you beat the dragon.
Worth knowing
- Trinkets are off in competition play.
- Learn which town sells what this week.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
2x scoring, Tiny's and gems
Extra points when the ball is safe.
Hit the secret door target twice within 20 seconds.
Why this shotIt lights the hidden temple.
Shoot the hidden temple lane behind the upper flipper.
Why this shot20 seconds of 2x scoring. Each extra hit adds 5 seconds.
Lit after three modes, or bought at Fizmo's. Rip the spinner to raise the die to 20.
Why this shotAt 20, each spin pays 500k. Other purple shots add 10 seconds, so alternate them with the spinner.
The DRAGON targets give gems in single-ball play.
Why this shot50 gems light an extra ball.
Worth knowing
- Tiny's needs three modes played. Multiballs and crawls do not count.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Wizard modes
Each one unlocks a new character for later games.
Ritual of the Chosen
Starts from the Lich of Dragonspear Castle dungeon. Each dragon has a 15-second timer, and five red hits clear it.
Why this shotUnlocks Juniper the Bard. Green shots lock balls and add time. A drain costs 8 seconds.
Rescue the King
Starts from the Battle of Gauntlgrym dungeon and ends with Balinor.
Why this shotUnlocks Goregath the Barbarian.
The Undermountain
Reached by staying to fight Sammaster, or through the Balinor path.
Why this shotUnlocks Rhyme the Ranger.
Worth knowing
- Unlocked characters are not allowed in competition play.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Wizards of the Coast. Shot order follows Kineticist's strategy guide; rules follow the community rulesheet (code 1.11); model differences follow the rulesheet and Kineticist. Point values move when Stern ships code, so trust the inserts on the machine.