Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Start with a Castle
Two castles destroyed light an extra ball. When one is down, open Step 2 - Multiball Madness.
Step 1 - Destroy a castle
Use the flippers to move the flashing lane, then plunge into it.
Why this shot+5 bonus multiplier and 50k or more. Kineticist says the super skill shot isn't worth it: no multipliers.
Shoot the raised drawbridge.
Why this shotOne shot for the first castle, one more for each castle after.
Hit the gate.
Why this shotTwo hits for the first castle, one more each time. Each hit pays more on later castles.
Shoot inside the castle.
Why this shot2M for the first castle, up to 10M for the fifth. The King of Payne's castle is 20M.
Worth knowing
- Kineticist: try castle shots from whichever flipper works best on your machine.
- The castle front door also collects Castle hurry-ups.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Multiball Madness
Finishing each Madness shot adds to one multiball. Kineticist's advanced tip: stack as many as you can before you start it. Then open Step 3 - Castle Multiball.
Work the ramps and orbits. See the Madness Shots tab.
Why this shotCatapult, Peasant, Damsel, Joust and Trolls each add a Madness the first time.
Hold off on Merlin's saucer.
Why this shotThe saucer starts it, so stay off it until you have stacked a few.
Shoot Merlin's saucer.
Why this shotMore Madnesses mean more balls and bigger jackpots. Five give a 4-ball.
Shoot the castle lock lane.
Why this shotThe castle lock shot pays 2x the super jackpot during Madness.
Worth knowing
- Repeat completions after Madness start castle hurry-ups instead.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Castle Multiball
Kineticist's big jackpot multiball. Phases 2 and 3 are where the points are.
Shoot the castle lock lane.
Why this shotThe first time takes three locks. After that each lock must be lit first.
Phase 1
Shoot the ramps five times.
Why this shotJackpots start at 750k.
Phase 2
Shoot the castle lock lane.
Why this shot2x the jackpot. The first time also lights an extra ball at Merlin's saucer.
Phase 3
Catapult, both orbits, the lock shot and both ramps.
Why this shotFinishing it restarts Phase 1 with the jackpot 250k higher.
Worth knowing
- Castle progress keeps going during any multiball.
Not the next step. Open one only when you are working on it, or already in it.
2 shots
Catapult and Joust
The left lane and both orbits.
Three catapult lane shots.
Why this shotThe third shot lets you fire an object. Firing all five starts Barnyard Multiball.
Three orbit shots, either side.
Why this shotVictory sends the ball to the top lanes.
Worth knowing
- The standup above the catapult lane counts as a catapult hit.
Not the next step. Open one only when you are working on it, or already in it.
2 shots
Peasant Revolt and Damsel
The two ramps.
Four left ramp shots.
Why this shotRabble Rouser, Angry Mob, Ugly Riot, Peasant Revolt.
Four right ramp shots.
Why this shotThe fourth shot opens a diverter that extends the ramp.
Worth knowing
- Battle for the Kingdom needs three Peasant Revolts and three Damsels Saved.
Not the next step. Open one only when you are working on it, or already in it.
3 shots
Trolls!
The two pop-up Trolls.
Hit the standups beside the castle entrance.
Why this shotEight hits light it at the saucer. Eight more earn a Troll Bomb.
Shoot Merlin's saucer.
Why this shot30 seconds.
Hit both Trolls three times.
Why this shotFinishing it adds Troll Madness to Multiball Madness.
Worth knowing
- Troll Bombs from the main game are the only way to clear Trolls in the wizard mode.
Multiball Madness and Castle Multiball are already in Starting Shots. These pages are for later.
2 shots
Royal Madness
A single-ball mode after every Madness type and Multiball Madness.
Shoot Merlin's saucer.
Why this shotLit after all five Madness types and a Multiball Madness.
Catapult, both orbits, both ramps twice each, plus each Troll once.
Why this shotEach shot resets a 20-second timer. The second shot to each pays 1.5M or more.
Worth knowing
- It awards an extra ball or 15M, depending on settings.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Hurry-ups, Merlin and Super Jets
Points and extra balls.
Shoot the castle front door.
Why this shotStacked hurry-ups grow: 2 is 3M, 3 is 5.5M. 10 and 40 collected light extra balls.
Shoot Merlin's saucer when lit.
Why this shotChoose from awards like points, Castle locks, Troll Bombs or an extra ball.
Feed the bumpers.
Why this shot50 bumper hits start it: 1M, then 25k per bumper.
Worth knowing
- Spelling FIRE adds +2 bonus multiplier and leads to Save the Children.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Battle for the Kingdom
The wizard mode.
Shoot inside the castle in single-ball play once all six blue lights are lit.
Why this shotSix castles, 10 Troll defeats, and three each of Joust, Catapult, Peasant and Damsel.
Catapult, both orbits, both ramps and the castle lock.
Why this shot2.5M each, in a 4-ball multiball.
Hit the gate, then shoot inside.
Why this shotSeven gate hits at 5M, then inside for 50M.
Worth knowing
- On one ball you get 10 seconds per shot.
Check the source
Unofficial card. Not affiliated with Williams, Chicago Gaming or any rights holder. Shot order follows Kineticist's strategy guide, written for the original 1997 rules. Settings change some values, so trust the inserts on the machine.