Agents
Kickbacks: Given as a reward for skill shot. Lighting the four targets above the right outlane lights the right kickback. Lighting the four targets above the left outlane lights the left kickback.
Multiplier: Via the three rollovers above the bumpers. Lighting all three advances it. Also can be advanced by Skill Shot.
Ball saver:
Extra balls: Extra Ball is given for successfully completing that partnership multiball (?).
Biolab
Kickbacks: Hit the left or right alien eye and hit the flashing lane.
Multiplier: Hit the center eye and then the left mini orbit. Also available as a Mutation reward.
Ball saver: I believe you get one from shooting the hole where you get to relaunch the ball.
Extra balls: Method 1: Completing the lights on the "Get away" mini playfield (then shooting mutation hole to collect). Method 2: Complete the Flux Wheel mini game. Method 3: Complete Mutation mini-game 3 times. Method 4: Complete NURSERY mini-game 3 times.
Blade
Kickbacks: Method 1: Hit the left orbit (middle) 4 times, don't forget to hold right flipper up so ball doesn't drain. Method 2: Buy from Workshop (Kevlar vest).
Multiplier: Method 1: Day: Save all 3 Bound Captives, hit the WS ramp or Hanibal Ramp then use top flipper to sink ball in flashing hole. Method 2: Night: Hit all 3 targets under Decon Frost. Method 3: Buy from the workshop. Tearwood dagger - $60. Tip: You can buy bonus multiplier in the shop (as posted above). If you've opened the portcullis during daylight, you can launch the ball up the left ramp to get extra bonuses (2x score, +100 points to all scores, 4 darkhold chapters, 1/2 off prices in shop). The 1/2 can make it easier to buy 2 bonus multipliers during one daylight cycle
Ball Saver: Method 1: Buy from Workshop. Method 2: Shoot secret hole 3 times.
Extra Balls: Method 1: Activate Daywalker Multiball. Method 2: Gather all Darkhold chapters. Method 3: Advance multipliers past 10X. NB: There's also an extra ball on "Blade" for having an "exceptionally" low score on your first 2 balls.
Buccaneer
Kickbacks: Light BLACK with ball saver on.
Multiplier: Hit the bumpers for BOMB.
Ball saver: Light BLACK.
Extra balls: Max out multipliers and hit BOMB again.
Captain America
Kickbacks: Spell B-U-C-K-Y through the inlane/outlane rollovers to light the left Kickback. Repeat for Right. Kickbacks have a short grace period after being used, where they can be reused. Kickbacks are NOT RESET when a ball is lost.
Multiplier: Complete the 3 round targets in the middle of the playfield to advance the multiplier. These are very hard to hit from the lower flippers. Best bet is to hit them from the upper-right flipper, or randomly in multi-ball. NB: A lit "Bonus Held" sign is a random reward when completing the Supply Drop mini-game.
Ball Saver: A 30 second ball saver applies at the start of each Ball. A temporary ball saver is one of the random awards when completing the Supply Drop mini-game. Some modes (e.g. Archives and Multiballs) will activate temporary Ball Saver (10 secs?).
Extra Balls: Complete the 3 Bonus Multiplier targets one more time after X10. The extra ball light will be lit at the Howlers sink hole. Extra ball is a random award in the Supply Drop mini-game. This is awarded automatically at the completion of the mini-game. If you gain the Bucky Commando, and have him activated, there is a 30% chance that Bucky will ball-save on a drain. NB: The "shoot again" sign does not light when Bucky saves you, and no sound effect is played! The ball will be relaunched, and a DMD notice will be presented. It is possible for Bucky to save you repeatedly on the same ball.
Earth Defence
Kickbacks: Cannon serves as left kickback. Hit the middle lane of the left flipper lanes followed by a right orbit shit. Right kickback: Save the "red lady". Hit any of the 3 red lady targets and hit the randomly lit ramp thereafter. Or either one as a reward for a skillshot.
Multiplier: Light the 3 reinforcement targets in the middle.
Ball saver: Perform a rage combo. (2 left orbits in quick succession followed by a spiral flyover shot).
Extra balls: Save the red lady 3 times with 1 ball and hit the cannon.
Epic Quest
Kickbacks: Given out through various random rewards (Bat mission, Skeleton mission, Loot Hole, rollovers).
Multipliers: Hit the SMASH target mulitple times until the ball goes into the hidden hole behind it. That hidden hole advances the multiplier. Note: You may have to spell out SMASH with the rollovers before you can hit the target, but I can't confirm this.
Ball Saver: Defeat a monster and lock a ball into the Princess Wheel.
Extra Balls: Method 1: Have a ball land in the "Extra Ball" slot on the princess wheel. Once the multiball starts, the two extra ball rollover outlanes will be lit. Method 2: Random reward from Bat Mission. Hit the left ramp 6 times to start the mission. Hit the forest loop to complete mission. Method 3: Random reward from Skeleton Mission. Hit the right ramp 10 times to start the mission. Once the multiball ends, the random award is given and can be collected from the lit elemental scroll hole.
Excalibur
Kickbacks: Lancers, side of excal ramp, red targets.
Multiplier: Holy grail quest and renown quest.
Ball Saver: First hit the Quest Mission hole when there is no mission lit. When the ball is dropping down hit it with the top flipper in the direction of the "Holy Grail" target. A skillshot will grant you a fairly long ball save. A "nice try" will give you a shorter lasting one. This shot is all about timing.
Extra Balls: Method 1: Complete the 'Marching To Battle' mode and then shoot the Quest mission hole, a fairly easy shot off the end of the right flipper, to collect the extra ball. Method 2: Completing the 3rd Level of the Joust (Expert) lights the mission hole for an extra ball. Method 3: Successfully complete "Expel the invaders" side mission and then defeat the knight. Collect extra ball from the quest hole.
NOTE: Lighting DUB letters gives a random reward, can be light extra ball, 500,000 points, increase multiplier or ball save.
Extreme
Kickbacks: Light up (the inlane/outlanes) INDY to activate the kickbacks.
Multiplier: Light the three dots above the upper bumpers.
Ball saver: Method 1: Bungee Jump (Which does not expire until it is triggered) is activated by hitting the Ollie Ramp which will then light the Bungee Jump light/Entry Ticket Hole on the lower table. Hit the Entry Ticket/Bungee Jump hole within 30 seconds to claim it. Bungee Jump will save the ball for sixty seconds in which you must hit the Ollie ramp. If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball. Method 2: The second (timed) ball saver is activated by lighting INDY after lighting the kick backs.
Extra balls: Complete Extra Ball Adventure. There are two ways to activate this. The first is to advance the multiplier lanes on the upper board to 10x. The second is a random award for completing the TAG lanes on the upper board.
Fantastic Four
Kickbacks: Light the Letters FORCE FIELD, once for each side.
Mulitplier: Rollover the FOUR targets at the top of the table above the bumpers. I'm a little confused with this one because there appears to be two sets of the word FOUR which light up independantly. (?)
Ball Saver:
Extra Balls: Method 1:Complete a Super Combo by hitting ramp and orbit shots then hit the EB target. Method 2: Get a 10x Bonus then do the multiplier lights once more to unlock the EB target, then hit it.
NOTE: You can also recieve random gifts from The Thing (hit the bumpers 40 times). It can be a ball saver, 1m, 2m, 5m or 10m, bonus held, 10x multiplier, lock is lit (multiball), extra ball is lit, extra ball and occasionally, absolutely nothing. (Anything else I'm missing?).
Ghost Rider
Kickbacks: Hit the kickback target twice (near the skill shot loop) to light up the left kickback. Make three complete orbit shots to light up video mode (right kickback).
Multipliers: Spell out VROOM on the rollovers.
Ball Save: It turns on during some of the modes, but there is no way to turn it on for a long period of time at will.
Extra Balls: Method 1: Spell JUMP by making 4 laps around the top playfield. Method 2: Random Award from Lucifer. Method 3: During the Video Mode you sometimes come across it upon successful completion. Method 4: Max out the Ball Out Multiplier. Method 5: After lighting video mode make a further 2 orbit shots to light 2 a 15 second super skill shot and collect via the right ramp which sends ball to the plunger. Use only a tiny bit of strength to get the ball in the bottom hole. It rewards you multiplliers held the first time, rinse and repeat to light extra ball and collect from Lucifer hole. You can get 5 extra balls per regular ball on this table, 18 in all
Kickbacks: Given as a reward for skill shot. Lighting the four targets above the right outlane lights the right kickback. Lighting the four targets above the left outlane lights the left kickback.
Multiplier: Via the three rollovers above the bumpers. Lighting all three advances it. Also can be advanced by Skill Shot.
Ball saver:
Extra balls: Extra Ball is given for successfully completing that partnership multiball (?).
Biolab
Kickbacks: Hit the left or right alien eye and hit the flashing lane.
Multiplier: Hit the center eye and then the left mini orbit. Also available as a Mutation reward.
Ball saver: I believe you get one from shooting the hole where you get to relaunch the ball.
Extra balls: Method 1: Completing the lights on the "Get away" mini playfield (then shooting mutation hole to collect). Method 2: Complete the Flux Wheel mini game. Method 3: Complete Mutation mini-game 3 times. Method 4: Complete NURSERY mini-game 3 times.
Blade
Kickbacks: Method 1: Hit the left orbit (middle) 4 times, don't forget to hold right flipper up so ball doesn't drain. Method 2: Buy from Workshop (Kevlar vest).
Multiplier: Method 1: Day: Save all 3 Bound Captives, hit the WS ramp or Hanibal Ramp then use top flipper to sink ball in flashing hole. Method 2: Night: Hit all 3 targets under Decon Frost. Method 3: Buy from the workshop. Tearwood dagger - $60. Tip: You can buy bonus multiplier in the shop (as posted above). If you've opened the portcullis during daylight, you can launch the ball up the left ramp to get extra bonuses (2x score, +100 points to all scores, 4 darkhold chapters, 1/2 off prices in shop). The 1/2 can make it easier to buy 2 bonus multipliers during one daylight cycle
Ball Saver: Method 1: Buy from Workshop. Method 2: Shoot secret hole 3 times.
Extra Balls: Method 1: Activate Daywalker Multiball. Method 2: Gather all Darkhold chapters. Method 3: Advance multipliers past 10X. NB: There's also an extra ball on "Blade" for having an "exceptionally" low score on your first 2 balls.
Buccaneer
Kickbacks: Light BLACK with ball saver on.
Multiplier: Hit the bumpers for BOMB.
Ball saver: Light BLACK.
Extra balls: Max out multipliers and hit BOMB again.
Captain America
Kickbacks: Spell B-U-C-K-Y through the inlane/outlane rollovers to light the left Kickback. Repeat for Right. Kickbacks have a short grace period after being used, where they can be reused. Kickbacks are NOT RESET when a ball is lost.
Multiplier: Complete the 3 round targets in the middle of the playfield to advance the multiplier. These are very hard to hit from the lower flippers. Best bet is to hit them from the upper-right flipper, or randomly in multi-ball. NB: A lit "Bonus Held" sign is a random reward when completing the Supply Drop mini-game.
Ball Saver: A 30 second ball saver applies at the start of each Ball. A temporary ball saver is one of the random awards when completing the Supply Drop mini-game. Some modes (e.g. Archives and Multiballs) will activate temporary Ball Saver (10 secs?).
Extra Balls: Complete the 3 Bonus Multiplier targets one more time after X10. The extra ball light will be lit at the Howlers sink hole. Extra ball is a random award in the Supply Drop mini-game. This is awarded automatically at the completion of the mini-game. If you gain the Bucky Commando, and have him activated, there is a 30% chance that Bucky will ball-save on a drain. NB: The "shoot again" sign does not light when Bucky saves you, and no sound effect is played! The ball will be relaunched, and a DMD notice will be presented. It is possible for Bucky to save you repeatedly on the same ball.
Earth Defence
Kickbacks: Cannon serves as left kickback. Hit the middle lane of the left flipper lanes followed by a right orbit shit. Right kickback: Save the "red lady". Hit any of the 3 red lady targets and hit the randomly lit ramp thereafter. Or either one as a reward for a skillshot.
Multiplier: Light the 3 reinforcement targets in the middle.
Ball saver: Perform a rage combo. (2 left orbits in quick succession followed by a spiral flyover shot).
Extra balls: Save the red lady 3 times with 1 ball and hit the cannon.
Epic Quest
Kickbacks: Given out through various random rewards (Bat mission, Skeleton mission, Loot Hole, rollovers).
Multipliers: Hit the SMASH target mulitple times until the ball goes into the hidden hole behind it. That hidden hole advances the multiplier. Note: You may have to spell out SMASH with the rollovers before you can hit the target, but I can't confirm this.
Ball Saver: Defeat a monster and lock a ball into the Princess Wheel.
Extra Balls: Method 1: Have a ball land in the "Extra Ball" slot on the princess wheel. Once the multiball starts, the two extra ball rollover outlanes will be lit. Method 2: Random reward from Bat Mission. Hit the left ramp 6 times to start the mission. Hit the forest loop to complete mission. Method 3: Random reward from Skeleton Mission. Hit the right ramp 10 times to start the mission. Once the multiball ends, the random award is given and can be collected from the lit elemental scroll hole.
Excalibur
Kickbacks: Lancers, side of excal ramp, red targets.
Multiplier: Holy grail quest and renown quest.
Ball Saver: First hit the Quest Mission hole when there is no mission lit. When the ball is dropping down hit it with the top flipper in the direction of the "Holy Grail" target. A skillshot will grant you a fairly long ball save. A "nice try" will give you a shorter lasting one. This shot is all about timing.
Extra Balls: Method 1: Complete the 'Marching To Battle' mode and then shoot the Quest mission hole, a fairly easy shot off the end of the right flipper, to collect the extra ball. Method 2: Completing the 3rd Level of the Joust (Expert) lights the mission hole for an extra ball. Method 3: Successfully complete "Expel the invaders" side mission and then defeat the knight. Collect extra ball from the quest hole.
NOTE: Lighting DUB letters gives a random reward, can be light extra ball, 500,000 points, increase multiplier or ball save.
Extreme
Kickbacks: Light up (the inlane/outlanes) INDY to activate the kickbacks.
Multiplier: Light the three dots above the upper bumpers.
Ball saver: Method 1: Bungee Jump (Which does not expire until it is triggered) is activated by hitting the Ollie Ramp which will then light the Bungee Jump light/Entry Ticket Hole on the lower table. Hit the Entry Ticket/Bungee Jump hole within 30 seconds to claim it. Bungee Jump will save the ball for sixty seconds in which you must hit the Ollie ramp. If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball. Method 2: The second (timed) ball saver is activated by lighting INDY after lighting the kick backs.
Extra balls: Complete Extra Ball Adventure. There are two ways to activate this. The first is to advance the multiplier lanes on the upper board to 10x. The second is a random award for completing the TAG lanes on the upper board.
Fantastic Four
Kickbacks: Light the Letters FORCE FIELD, once for each side.
Mulitplier: Rollover the FOUR targets at the top of the table above the bumpers. I'm a little confused with this one because there appears to be two sets of the word FOUR which light up independantly. (?)
Ball Saver:
Extra Balls: Method 1:Complete a Super Combo by hitting ramp and orbit shots then hit the EB target. Method 2: Get a 10x Bonus then do the multiplier lights once more to unlock the EB target, then hit it.
NOTE: You can also recieve random gifts from The Thing (hit the bumpers 40 times). It can be a ball saver, 1m, 2m, 5m or 10m, bonus held, 10x multiplier, lock is lit (multiball), extra ball is lit, extra ball and occasionally, absolutely nothing. (Anything else I'm missing?).
Ghost Rider
Kickbacks: Hit the kickback target twice (near the skill shot loop) to light up the left kickback. Make three complete orbit shots to light up video mode (right kickback).
Multipliers: Spell out VROOM on the rollovers.
Ball Save: It turns on during some of the modes, but there is no way to turn it on for a long period of time at will.
Extra Balls: Method 1: Spell JUMP by making 4 laps around the top playfield. Method 2: Random Award from Lucifer. Method 3: During the Video Mode you sometimes come across it upon successful completion. Method 4: Max out the Ball Out Multiplier. Method 5: After lighting video mode make a further 2 orbit shots to light 2 a 15 second super skill shot and collect via the right ramp which sends ball to the plunger. Use only a tiny bit of strength to get the ball in the bottom hole. It rewards you multiplliers held the first time, rinse and repeat to light extra ball and collect from Lucifer hole. You can get 5 extra balls per regular ball on this table, 18 in all

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