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Thread: Marvel Pinball: BLADE Table Guide

  1. #1
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    Default Marvel Pinball: BLADE Table Guide

    This is my attempt at a table guide for Blade. It is not yet complete as I do not pretend to have figured out everything there is on this table yet, so if you see any inaccuracies or missing info, please let me know and I will add it to the next revision.

    Revision History:
    1/16/11 - Version 1
    3/18/11 - Version 1.1 - Just a quick update to fix the incorrect info on the 4th talisman. Thanks to Logic_FTW for pointing it out.

    Legal nonsense:
    This is a copyrighted work originally posted on the pinball fx2 forums:
    http://195.56.170.66/forum/forumdisplay.php?f=28. This guide may be re-distributed in whole or in part for non-profit without permission as long as the source is credited. This guide may not be republished for profit.


    This guide will be broken up into 3 main sections. Part 1 is an explanation of the main aspects of the table that make it unique, as well as all the targets and their locations. Part 2 is an explanation of the various game modes available, how to activate them, and the goals for each mode. Part 3 is useful tips and tricks I have discovered that may assist players in achieving some of the more difficult objectives.

    This guide assumes a basic understanding of pinball terminology and techniques. If you are unfamiliar with these, I highly recommend you check out http://www.ipdb.org/. It is an excellent source of information.

    Part 1

    Flow of time & energy:
    The first thing to understand about this table is the day/night cycle, and how energy works. During the daytime, most shots will restore a small amount of energy. You gradually lose energy during nighttime, and most shots expend a small amount of energy.

    The flow of time is not a constant, it is dependent on your energy level. During the daytime, time moves faster the more energy you have. During the nighttime this is reversed, as time moves slower the more energy you have but will speed up as you spend it. The Chronometer above the left slingshot shows you how far away the next cycle change is. This will be open as long as a game mode is not currently active. Time does not advance during most game modes. While the chronometer is open, the player may hold the plunge/launch button to advance time at a greatly accelerated rate. The table will automatically change from day to night when the player has 99 energy and is not in a game mode. Likewise, the table will change from night to day if the player is reduced to 0 energy, and not currently in a game mode. It is also important to point out that completing any of the Deacon Frost missions will reduce the player's energy to 2 or 3.

    Flippers:
    There are 2 flippers in the standard spot you find on most tables just above the center drain. There is a horizontal shot flipper on the upper right side of the table, just below the right orbit. There are also 2 flippers on the mini playfield accessed via the citadel ramp at night.

    Slingshots:
    These are located directly above each flipper. The left slingshot displays the chronometer, while the right slingshot displays the status of the Darkhold chapters.

    Inlanes and outlanes:
    The outlanes on this table are fairly forgiving, and both can have kickbacks activated. There is 1 inlane on the right side of the table, and 2 inlanes on the left. The right inlane, and the left-most inlane are referred to as the 'slash' lanes by the game.

    Ramps:
    This table has 3 ramps. The citadel ramp is on the left side of the table. It's entrance is past the bumpers. The alley ramp Is located on the upper right side of the table, between the 2 orbits. The sewer ramp is on the mid-right side of the playfield. The entrance is just under where Hannibal is located, just to the left of the locker.

    Orbits:
    The main orbit is located on the upper right side of the table. The left and right entrances are on either side of the alley ramp. The fire orbit is on the small upper playfield, with an entrance on either side of the mission hole.

    Skill Shot Holes:
    These are located on the lower left area of the playfield. They are a bank of 3 holes. The diverter on the plunge lane aims the ball at these holes.

    Lair Hole:
    This is located just under the bottom-right bumper.

    Bumpers:
    There are 3 bumpers located on the mid-left area of the playfield. These serve as obstacles in the way of the citadel ramp.

    Hannibal Locker:
    This is a hole located directly under the platform Hannibal sleeps/stands on.

    Workshop targets:
    There are 2 of these. They are located on the left and right post of the alley ramp entrance.

    Shrine:
    This is located at the top of the lower playfield, directly under the upper playfield drain, and to the left of the left orbit entrance.

    Deacon Frost Targets:
    These are located to the left of the shrine hole. The upper-right flipper is aimed at these. It is important to note that these are holes during the daytime, and excluding a couple game modes, are targets during nighttime.

    Hidden Hole:
    This is located on the far left side of the table, past the bumpers. It's a little hard to see in most views. I would suggest using the free view cam to locate this hole if you have a hard time finding it.

    Darkhold Chapters:
    These are 8 drop targets that rotate around the mission hole on the upper playfield.

    Mission Hole:
    This is on the upper playfield, in between the 2 fire lanes. At first this hole is protected by the 8 Darkhold chapters, but as you hit them they will disappear and the hole will be revealed.
    Last edited by heathenSauce; 03-19-2011 at 12:35 AM.

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    Part 2

    Rewards, Missions and Game Modes

    Anytime rewards and modes:
    These can be done no matter what time mode the table is currently in.

    Skill Shot:
    At ball launch, one of the 3 skill shot holes will be flashing. Above where the ball is launched there is an diverter that oscillates back and forth. Time your shot so the diverter sends the ball into the flashing hole to hit the skill shot. After a successful skill shot, immediately shoot the alley ramp, followed by the hidden hole for a super skill shot.

    Kickbacks:
    4 shots to the left orbit will light the kickbacks. Kickbacks on this table are always lit together, and stay lit until you use them, or lose your ball. Once either kickback has been used, the other will stay lit, and you can hit the left orbit 4 more times to re-light the used one, or re-light both if both have been used. These can also be bought from the workshop at daytime.

    Ball Save:
    4 shots to the hidden hole will activate ball save for a short time.

    Visions:
    Hitting the bumpers will start to fill in the letters of Visions on the DMD. Once they have been filled, the magnet between the bumpers will capture the ball and Dracula appears above one of the bumpers. After which, Dracula will start teleporting around the bumpers as the magnet sends the ball flying between them. Starting this mode also lights the letter D in Dracula, needed to start the wizard mode.

    Advance Multipliers:
    This is available both day and night, but the methods differ. At daytime the multiplier can be advanced by rescuing all 3 bound captives, or bought from the workshop. At nighttime, they can be advanced by lighting all 3 targets under Deacon Frost.

    Extra Ball:
    There are 3 methods to activating the extra ball lights in the lair hole, and the 2 outlanes. Starting Daywalker multiball during daytime will light them. Collecting all 8 Darkhold chapters will light them, as well as advancing the multiplier to 10x.

    Perfect Slash:
    Hit the slingshot 10 times to light the slash lights in the right inlane and leftmost inlane. Roll over either of these while the slash lights are lit to execute a perfect slash for big points.


    Daytime rewards and modes:
    These can only be done when the table is in daytime.

    Talismans:
    Hit the right orbit during daytime to open the portcullis on the citadel ramp. Once the portcullis has been opened in a game it will stay open for the duration of the game. This will divert the ball to the left mini-playfield when the citadel ramp is hit during daytime. Once there, one of the 4 targets will be flashing. The object is to hit either flipper when the ball rolls by the correct target to push the ball through the gate. There are 4 talismans you can collect. One of them adds a permanent 100 points to all scores collected. One immediately collect 4 Darkhold chapters, if they are still available. One halves prices at the workshop. One of them adds an x2 multiplier to all scores collected. Once all talismans are collected, all targets on the mini-playfield will be lit. Hitting any of them will score some points, but will not give any of the talisman bonuses again. Collecting a talisman, or hitting one of the lit targets after all talismans have been collected will light B in Blade for Daywalker multiball.

    Treasure:
    Hit the lair hole during daytime to spot a treasure. This will make one of 7 holes flash. The 3 Deacon Frost holes, the 3 skill shot holes, and Hannibal's locker. Hit the flashing hole to collect the treasure and score some cash. Every time the lair hole is hit a new treasure location will begin to flash. Previously revealed treasure locations will continue to flash until collected, even if more locations are revealed via the lair hole. Once a treasure is collected that hole will remain lit, and no treasures will spawn at that hole until all 7 locations have had their treasure collected. Then they may be re-lit again. Collecting a treasure lights L in Blade to start Daywalker multiball.

    Bound Captives:
    Hitting the sewer ramp, or the alley ramp if the workshop is not open will briefly make the 3 Deacon Frost holes flash. Hit one of the flashing holes to release a bound captive. One a captive has been released at one hole, that hole will not flash again until a captive has been released from all 3 holes. Releasing a captive lights A in Blade for Daywalker multiball.

    Workshop:
    Hit both workshop targets to open the workshop. Once it is open, hit the alley ramp to go to the workshop. Here you can spend the cash you've earned to buy points or upgrades. Buying something from the workshop lights D in Blade for Daywalker multiball.

    Here are what's available for purchase:
    Friendly Handshake - $0 - Points
    Santa's Bag - $15 - Points
    Silver Bullet - $25 - Points
    Swirling Blade - $40 - Increases the value of the spinner
    Flame Thrower - $50 - Flaming ball (2x scores)
    Tearwood Dagger - $60 - Advance the ballout multiplier
    Garlic Essence - $75 - Points
    Kevlar Armor - $80 - Lights both kickbacks
    Twin Blades - $90 - Activate ball save

    Suppressing Darkhold Chapters:
    Hit the shrine hole during daytime to suppress 1 Darkhold chapter in your possession. If you do not have any chapters, or have already suppressed all of them, this shot will give you a decent boost to your energy. Any shot to the shrine hole during daytime will light E in Blade for Daywalker multiball.

    Daywalker Multiball:
    Light all 5 letters of BLADE to start Daywalker multiball. This starts a 3 ball multiball, and lights the extra ball at the lair hole and both outlanes. All shots to holes will add a small bit of cash, and every shot to the the alley ramp, sewer ramp, and both orbits will add a small bit of energy. The alley ramp, sewer ramp, and both orbits will start flashing in this mode. Hit any 3 flashing lanes to light the jackpot on the citadel ramp. Once it is collected you must light it again via hitting the flashing lanes. Each time the jackpot is collected, it's value increases.


    Nighttime rewards and modes:
    These can only be done when the table is in nighttime.

    Lone Vampire:
    Hit both workshop targets to start lone vampire. One of the ramps or orbits will begin flashing. You have about 25 seconds to hit the flashing lane for points and $50.

    Advance multiplier:
    Light all 3 Deacon Frost targets to advance the multiplier. Once this has been advanced to it's max, 10x, extra ball lights at the lair hole and both outlanes.

    Payback:
    Hit the sewer ramp 3 times to start payback. Hannibal loads the ball into his cannon and aims at the Deacon Frost targets. One of the targets will have a cross-hair on it. Hit the launch button when Hannibal is aiming at the correct target to win this mode.

    Hannibal Multiball:
    Hit the Hannibal locker to open up the ball locks. Hit the locker again to lock a ball. Once 3 balls are locked, Hannibal will shot 3 balls out of his cannon at Deacon Frost to start this 3-ball multiball. In this mode, jackpots can be collected on all 3 ramps. Hitting either orbit increases the value of the current jackpot. Each jackpot collected is added to the super jackpot value. To collect the super jackpot, hit the shrine hole. Once a super jackpot has been collected, the balls turn into UV balls (glowing) and all scores for the remainder of the multiball mode are doubled.

    UV Multiball:
    Light all 3 skill shot holes at nighttime to start UV multiball. This starts a 2 ball multiball, and turns your balls into UV balls (glowing). Ramps and orbits will defeat vampires, while all holes and the 3 Deacon Frost targets will seal a breach. Sealing 5 breaches will make Hannibal fire a 3rd UV ball onto the playfield. Once the 3rd ball is lost, you can get Hannibal to put it back on the table by sealing 5 more breaches. There is supposedly a bonus for sealing 100 breaches in this mode, but I have yet to do this.

    Darkhold Chapters:
    These are the 8 rotating drop targets surrounding the mission hole. Hitting them will collect them and add them to your inventory. During daytime you can hit the shrine hole to suppress 1 chapter in your inventory for a decent amount of points. This value increases for each chapter you have already suppressed.

    Flaming Ball:
    Shoot either fire lane on the upper playfield 3 times to light your ball on fire for a short period of time. All score earned while your ball is on fire will be increased by about, but not always, 2x.

    Vampire Lair:
    Hit the lair hole once to activate the compass. Once this is active, hit any ramp to light this mode at the lair hole. Hit the lair hole while lit to locate a vampire lair. This will light one of the ramps or orbits for about 25 seconds. Hit the flashing ramp/orbit to start the vampire lair mode. In this mode there are 5 vampires you need to defeat. These will be located at the sewer ramp, alley ramp, citadel ramp, and both the right and left orbits. Once a vampire has been defeated, the remainder will start moving counter-clockwise around the ramps and orbits about every 2 seconds. Defeat all 5 vampires to win the mode. You have 20 seconds to make a successful shot, with each successful shot resetting your time limit to 20 seconds. Successfully completing this mode will light R in Dracula, needed for the wizard mode.

    District Sweep:
    Hit the Shrine hole twice at night to open up District Sweep at the shrine hole. Hit the shrine hole while this is lit to start district sweep. This is a video mode mini-game. The DMD will show a picture of a vampire, and then 4 portraits will appear. You must use the flippers to highlight the portrait that matches the vampire you were shown to capture him. This mode has 4 rounds, with each round requiring you to catch 1 more vampire than the previous mode. Once all 4 rounds are complete, shoot the shrine hole again for a big point boost. Completing any round of this mode will light A in Dracula, needed for wizard mode.
    Last edited by heathenSauce; 03-19-2011 at 12:33 AM.

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    Deacon Frost Missions:
    The following 4 missions are started at the mission hole on the upper playfield. To get your ball up here, you must shoot the citadel ramp when no other modes are running. All Deacon Frost missions with the exception of Mirror Images is timed, with the time limit based on how much energy you have. Completing each of these missions lights one of the DRACULA letters needed to start wizard mode.

    Personal Differences:
    All ramps and orbits begin flashing in this mode. All you need to do to complete this mode is hit any 3 different ramps/orbits before your fatigue bar empties. Your fatigue is refreshed after each successful shot. A successful shot on a ramp/orbit will light that lane, and it will no longer be an active target.

    Nocturnal Visitors:
    In this mode, one of the ramps or orbits will be flashing, all other will be lit. The object is to shoot the flashing ramp/orbit without hitting any of the lit ones. You must score 3 successful shots to win this mode. 3 shots on an incorrect ramp/orbit will fail the mode. You can also fail if you run out of fatigue. Each successful shot will replenish your fatigue.

    Mirror Images:
    This mode starts a 2 ball multiball. All holes and ramps/orbits will begin this mode flashing. The object is to hit any 3 different holes, and any 3 different ramps/orbits. Once this criteria is met, you need to lock either ball in the shrine hole to complete the mission. This mode is not timed, and the only way to fail is to lose the multiball.

    Cathari Katana:
    The object of this mode is to collect the 4 pieces of the Katana from the alley ramp, sewer ramp, and right/left orbits. Once a piece is collected, you must hit the citadel ramp to join it to the rest of the katana. Once the citadel ramp is hit, the remaining ramps/orbits that have not had their piece collected will begin flashing again. Repeat this process for 3 pieces of the katana, and the mission will complete when the 4th piece is picked up. You do not need to hit the citadel ramp a 4th time to complete the mission. You will fail the mission if you cannot successfully make a shot before your fatigue bar empties. Your fatigue is replenished on any successful shot. Also note the bumpers disappear completely for the duration of this mode, making the citadel ramp significantly easier to hit.

    Wizard Mode:
    Light all letter of Dracula to start this mode. Here are the criteria for each letter:
    D - Activate Visions
    R - Complete a Lair
    A - Complete a District Sweep
    C - Complete Personal Differences
    U - Complete Nocturnal Visitors
    L - Complete Mirror Images
    A - Complete Cathari Katana

    The Wizard mode on this table has 3 phases.

    Phase 1:
    Dracula will start draining your energy. You have until your energy is completely depleted to make 15 shots. All holes, ramps, orbits, and the Deacon Frost targets count. Also note that unlike the rest of the nighttime modes, the Deacon Frost targets open up and catch the ball as a hole, like they do during daytime. You will fail this mode if you are not able to make 15 shots before losing all your energy.

    Phase 2:
    In this phase the citadel ramp diverts to the mini-playfield used for collecting the talismans. The object here is to hit all 4 talisman targets. This is made difficult by a gate at the entrance to the citadel ramp, that will constantly open and close, blocking your shot. In addition, anytime this gate or any of the bumpers is hit, the visions magnet will catch the ball, and fling it around the bumpers a bit. This phase is not timed.

    Phase 3:
    This phase starts a 3 ball multiball. I'm not exactly sure what the objective here is, or if there even is one. The DMD offers no guidance, and every target on the playfield is flashing. I usually hit a couple shots and this completes phase 3, which sends the table into the reward phase.

    Reward Phase:
    In this phase, the table shifts from night to day. You keep your multiball from phase 3, and all shots on the table are worth millions. This mode lasts until you lose your multiball. At which point the DRACULA letters reset.

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    Part 3: Tips and Tricks

    The first thing a player should know about any table is how to keep their game alive. Always try and keep your kickbacks up, as these will save a ball draining from either outlane. I wouldn't recommend shooting for the ball saver, as it does not last long enough to be all that useful, even the 'long ball save' from the workshop. Plus there are almost always better things to buy. It is also worth noting a bangback can be performed from both left and right drains with 2 well timed strong upwards nudges, but the timing is incredibly tricky. You also risk a tilt unless you currently have no tilt warnings.

    Always go for the extra balls when available. Collecting the 8 Darkhold chapters is the easiest way to light them, but this can only be done once unless you suppress all chapters and complete the wizard mode, at which point they will re-spawn. Daywalker multiball is your best bet for a reliable way to rack up the extra balls. This goes hand in hand will the basic strategy of the table, as Daywalker multiball is the best method available to safely increase your energy.

    You should also understand the limits the game has on awarding extra balls. You may only earn 2 extra balls per numbered ball. This means while on ball 1 you may only earn 2 extra balls. Since draining a ball and starting an extra ball does not increase the ball #, if you gain 2 extra balls on your first ball 1, then drain and start your second ball 1, you will not be able to earn any additional extra balls until you have drained both extra balls and advance to ball 2, at which point you will be able to earn 2 more extra balls.

    Be aware of how energy works. This is very important, as your time limit for most modes in nighttime are dependent on how much energy you have. You also can spend more time at night the more energy you have. It's fairly easy to increase your energy at daytime, but if you want to max your energy fairly safely, abuse Daywalker multiball. All ramps/orbits except for the citadel ramp will increase your energy. The longer you can go in this mode and continue to hit those lanes, the more energy you will have going into the next nighttime. This is especially vital when going for the wizard mode, as your energy is drained very fast. If you want a good shot at getting the 15 shots necessary to complete phase 1, you need to go into it with as much energy as you can muster.

    Also note that completing most Deacon Frost missions will leave you at 2 or 3 energy, with only a few seconds before it drains to 1 and daytime starts. This is the perfect time to start a vampire lair, as the time limit on this mode is not dependent on your energy level, and since time does not move when a mode is active, this lets you squeeze in an extra nighttime game mode out of a night cycle after completing a Deacon Frost mission.

    Know how the day/night cycle affects the table. Not only does it completely change the missions and modes available, but certain aspects of the physical table change as well. At night, the Deacon Frost holes close, and do not capture the ball. During daytime, there is a capture hole at the base of the citadel ramp and the alley ramp, which will catch the ball on a ramp rollback. Also during nighttime the bumpers can disappear. Some modes they disappear from the table for the full duration of the mode, and certain shots will remove them for a very brief period of time. This is useful as it makes the citadel ramp much easier to hit without the bumpers in the way.

    Always start flaming ball before sinking it in the mission hole when wizard mode is lit. The phase 1 shots are worth a LOT of points. You will get a significant boost to your score going into it with the flaming ball.

    Scoring on this table is a little weird. Repeating shots and modes will earn more points, but there seems to be some sort of hidden multiplier for certain point values that will continue to increase throughout the duration of the game until it eventually maxes out. I do not know what increases this multiplier, or what all scores it can affect. The main scores I've noticed it affecting are Visions, and defeating vampires, either lone vampire, clearing vampires out of a lair, or vampires in UV multiball. This is why I do not give exact score values for the various modes and targets, as most of them change throughout the course of a game.

    The ballout bonus on this table can be quite significant. Exrta ball awards aside, it is well worth maxing the ballout multiplier when you can.

    Most important targets on this table can only be hit from a certain flipper. If you need a shot on the opposite flipper as your ball is on, you can perform a rolling pass by letting the ball roll down the undesired flipper, and giving the table a strong upwards nudge as it rolls across the middle of the flipper. This will cause the ball to jump off the undesired flipper, onto the one you want to shoot with. If performed correctly, you will be able to cradle the ball once it gets to the opposite flipper to line up your shot.

    The left orbit is a very dangerous shot, as often when you hit it, the ball will return from the right orbit entrance, and rocket straight down the middle. You must divert the ball's direction with the upper flipper after hitting this shot to prevent this situation. When I am shooting for the left orbit, I hold the right flipper out and let the ball roll off the upper flipper into the bumpers. This way I don't have to worry about hitting the upper flipper too late and having the ball roll off and into the drain.

    Related to the tip above, NEVER let the ball roll off the upper flipper in the dead position. This almost always sends the ball straight down the middle.

    Use time to your advantage. As long as you are not in a mode, you can hold the launch button to rapidly increase the flow of time. This is incredibly useful if you find yourself in daytime, with a lot of energy and not much to do. There is no point in wasting shots and risk a drain when you want to be in night mode. On the flip-side, if you are in night mode and are low on energy, it's worth skipping back to daytime to recharge before tackling some of the harder missions, especially the wizard mode. Also if you do not have an extra ball ready and find yourself in nighttime, and the Darkhold chapters have all been collected, it's much easier to skip back to daytime and get an extra ball out of Daywalker multiball than trying to max the ballout multiplier.

    This isn't related to strategy, but I find it amusing. Keep an ear open for the Castlevania 2 reference when Dracula is defeated.

    Closing:
    I would like to thank ZEN studios for creating one of the best pinball simulators available on current consoles, and I hope we continue to see more of their great work in the future.

    I hope people find this guide useful. If you have anything to add, either something I missed, corrections, or your own tips and tricks you would like added, please post in this thread. I will try and update this guide periodically, and will give credit to all who contribute.

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    Killer guide man... Thanks for putting in the time to make this for us. Blade is the only table I have had trouble figuring out in the Marvel pack. Mostly because there is so much to it. I haven't yet reached the wizard mode but have come close, was only one letter away one time.

    I was thinking about trying to write up a guide for one of the tables that doesn't have one yet, but I doubt I can do one as thorough as yours, I might give it a shot... Maybe Wolverine but I still basically have no idea what to do in the wizard mode other thank just keeping multiball alive and popping the balls in the Sabretooth circle.

    Thanks again.

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    Great stuff heathenSauce!!!! Thanks for the effort in putting together such a comprehensive guide. This is in my opinion the one table that definitely needed an ins-and-outs guide as there is just so much that can be done on it with the day/night variations etc. Somebody else explained that this table is more of a role-playing game experience than just a pinball table.
    Last edited by Cloda; 01-17-2011 at 08:36 AM. Reason: corrected a weird grammar mistake!!!

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    Great guide!! This helps alot! Thx

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    I don't own these tables yet (but I'm getting them today, thanks to student loans !! ) Anyway, excellent work , I'm sure this took alot of effort. The more guides this forum has the better, mad props for contributing!

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    Great guide Heathen sauce, thanks!

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    I'm glad this guide is appreciated. It was a lot of effort, both figuring out everything, and writing it all down, but it was a very enjoyable experience. This table is easily one of the most complex I've seen. I now have a deeper appreciation for all the guide and FAQ writers out there. I'm thinking about doing another for one of the other tables that still need guides, but it won't be for a while as I would like to work on my tourny score on Biolab, plus a few games are coming out in the next couple weeks I've been waiting a while for. Maybe in a month or so I'll have the free time, and the willpower to do this again for another table.

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    Great work, heathenSauce. Your guide is thorough and well organized.

    I give you 4 out of 5 LowerMyBills.com dancing silhouette animated gifs.

    You might consider adding the following:

    • Point awards for objectives and high value shots
    • Time limits for objectives, missions, ball saver, etc.
    • Details for the end of ball bonuses
    • The current version number of the table
    They took our pinball machines!
    Let's revolt, who's with me?
    Grab a pitchfork and come with Zen!

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    Thanks for the input Blue.

    I wanted to add point values, but I still haven't figured out how the game scores most of the objectives. Every time I think I have a handle on one of them, the next shot breaks the pattern. I have figured out the values for a few of the modes, and I'll probably add them in and anything else I can figure out scoring-wise, and ballout bonuses to the next revision.

    I added all the static time limits I know of, except how long the ball saver lasts, and flaming ball (which I believe is 30 seconds, but not 100% on that). I hadn't bothered to time either ball saver, as they really don't seem to last long enough to be part of my regular scoring strategy, but in the interests of a comprehensive guide I'll add it to the next revision. Most of the timed missions in the game base the time limit on your available energy pool. This complicates giving a time limit, as it can vary wildly.

    Good idea on the table version. I'll make sure the next revision gets that added.

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    Any idea on what "Payback" actually does for you?. Does doing it more then once have any effect? Dosen't seem like a very big score. Does it apply twards the bonus multiplier? I just can;t find a reason to actually do this mode/minigame.

    Also one small mistake I noticed, the tailsmans, you say 2 of them add 100 points. Actually one of them adds 100 points the other doubles your scores. As far as I can tell it lasts the entire ball that you activate it on and possibly the rest of the game. It seems to be a blanket bonus on all targets ramps and minigames. It even doubles "Surpressing Darkhold Chapters" I would highly reccomend getting this tailsman before you go about surpressing them. Also the points for "regathering" tailsmans after all are gotton (for daywalker MB) is 200K.

    Also I am curious if you play (or played) alot of real world pinball? Just wondering where your getting your edge from.
    Last edited by Logic_FTW; 01-26-2011 at 03:51 PM.

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    Thanks for the correction, I knew I had something wrong with one of the talismans, but I couldn't put my finger on it once I had finished the guide, and by that point I was a little burned out on Blade. I'll fix it in the next revision.

    As far as real-world pinball goes, I used to play a lot when I was a kid in the late '80s. At the time my parents owned a store at the local mall, so every day after school, and most weekends I would have to go with them to the store. To keep me busy they would always give me a buck or two to play in the arcade. I quickly found out that if I could consistently earn the replays on the pinball tables, I could make that dollar last all day. Thus my love of pinball was born.

    Unfortunately where I live now, I know of no working tables in decent condition. It's been years since I've had the opportunity to play on a real pin.

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    As far as payback goes I'll take a better look at it when I play the table a bunch for the next revision. I know it's worth some points, and adds to the mission completion bonus, but I don't know the specific values. I end up doing it fairly often though as the sewer ramp is the safest way for me to move the ball to the upper flipper to collect the multipliers.

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    Quote Originally Posted by heathenSauce View Post
    As far as payback goes I'll take a better look at it when I play the table a bunch for the next revision. I know it's worth some points, and adds to the mission completion bonus, but I don't know the specific values. I end up doing it fairly often though as the sewer ramp is the safest way for me to move the ball to the upper flipper to collect the multipliers.

    I did it 5+ times today and as far as I can tell there is no added bonus for multiple completions (aside from the EOB mission completion bonus).

    I figured you had to have had some previous experience as your scores are ridiculnuts! I totally get the "free balls make that dollar last" feeling. I remember some race car themed pin I used to play at the mall for hours while my mom shopped.

    Also I came so close to 100 breaches, (96). It seems the best way to go about the UV multiball is the shrine hole. Its a relitivly easy shot from the right flipper and missing it is pretty forgiving as the ball normally veers twards the bumbers. Also I was droping down to 2 balls on purpose alot to keep better control. I finnaly drained from shot to the shrine hole from the left flipper (was getting fancy) and hit the left orbit at full speed, i just saw ablur of blue light fly down the middle

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    Yeah, that orbit is killer. If you hit it full speed it will go straight down the middle every time unless you use the top flipper to change it's path.

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    Looks like payback counts twards the (bombardment?) Eob bonus, (barrage mabey) anyway you get 1 for every time hannibal shoots at frost, you check how many you have during status report.

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    Thanks a lot for the guide! It's very helpful at explaining all the esoterica of this table.

    Can anyone suggest a general scoring route? i.e. what is your approach to the game, from ball one? What are you shooting for first, what are your primary goals?

    (I admit to being confused for choice on this table, and the day/night switch really throws my priorities around.)

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    Quote Originally Posted by Womble View Post
    Thanks a lot for the guide! It's very helpful at explaining all the esoterica of this table.

    Can anyone suggest a general scoring route? i.e. what is your approach to the game, from ball one? What are you shooting for first, what are your primary goals?

    (I admit to being confused for choice on this table, and the day/night switch really throws my priorities around.)
    I am at the moment concentrating on the table, but have not been able to complete the Wizard mode yet even though I can see it coming closer and closer the more I play.

    Anyways, my approach at the moment is to a get the kickbacks activated as soon as possible either through the workshop purchase or the 4 left orbits (which I suck at). At the same time I aim to get all four tallismans quickly as they give you quite a scoring boost for the rest of the game (including half price at the workshop). If I go into night mode before I have activated the kickbacks, I hold the launch button to quickly return to day mode so that I can first achieve that. Once I have the kickbacks I go for the two easy extra balls - knocking the 8 darkhold chapters down and the first daywalker extra ball. Only after I have achieved this do I actually start focussing on all the missions and other DRACULA requirements towards activating the Wizard Mode.

    With each new ball I first activate the kickbacks (easiest for me to just buy it at the workshop as I usually have enough credits) before continuing with the missions. Once I lose my first three balls (ball 1 plus the two extra balls that you are allowed to achieve per ball) I first work at achieving at least one extra ball for my second ball (and the same with the third ball) before I continue with the Wizard Mode objectives.

    I have found by using the approach above I give myself a much better chance of working towards achieving the Wizard Mode.
    Last edited by Cloda; 02-24-2011 at 12:51 PM.

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    Quote Originally Posted by Womble View Post
    Thanks a lot for the guide! It's very helpful at explaining all the esoterica of this table.

    Can anyone suggest a general scoring route? i.e. what is your approach to the game, from ball one? What are you shooting for first, what are your primary goals?

    (I admit to being confused for choice on this table, and the day/night switch really throws my priorities around.)

    As far as what to do from the start, I think it is a good idea to spell BLADE and hit all of the darkhold targets to get those extra balls quickly. Other than that, I put all my efforts into spelling DRACULA. IMO, the hardest things to complete are the nighttime missions and the lair raid, so I try to get those done as fast as possible.

    A little about scoring strategy: I have a score of about 2 billion on Blade, and in my opinion the scoring is somewhat unbalanced in this game, at least from my perspective. In my game, one wizard mode netted me about 1.5B points.

    Wizard mode is very lucrative, and there is no time limit on how long you can stay in that lucrative scoring mode. Just keep your multi-ball alive, and the points will come rolling in.

    That's why my advice is: Do everything you can to get to the wizard mode (as many times as possible).

    Hope that helps

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    Thanks guys!

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    There is another way to initiate Daywalker multiball during daytime.

    I believe if you hit 4 or 5 ramp/orbit shots in a row during daytime, it will initiate Daywalker mutliball. If you look at the DMD after hitting a back to back ramp/orbit it will say double combo, then super combo, then ?? combo, then ??. I really didn't pay close attention, but after hitting the 4th or 5th shot, multiball started. I also believe that the 2nd ramp/combo was worth about 200k, 3rd 400k, 4th?? ,5th ??. At one point one of the combo's was worth around 1mill.

    I stumbled into finding this when I was trying to advance the multiplier during daytime. I was hitting the alley ramp (when the shop wasn't open) which activates the "A" letter shot in Blade and lights the 3 targets. If you successfully hit any of the 3 targets/drop holes, it will return the ball down to the left flipper. I then hit the alley ramp again to repeat the process.

    It also appears that you can hit different ramps/orbits to complete the combo. It also appears that you have a few seconds between each shot to hit the next ramp/orbit, which can give you a bit of time to trap the ball on a flipper. If you hit any target/bumper between ramp/orbit shots, it appears to cancel out the combo.

    Activating Daywalker multiball this way does not require lighting all of the BLADE shots and does not activate the extra ball targets/holes.

    Hopefully someone can confirm exactly how many shots it takes. I've been playing this table alot trying to beat wizard mode, but I think I'm getting worse at hitting the ramp shots when I need to.

  24. #24
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    Quote Originally Posted by IndyRC_Racer View Post
    There is another way to initiate Daywalker multiball during daytime.

    I believe if you hit 4 or 5 ramp/orbit shots in a row during daytime, it will initiate Daywalker mutliball. If you look at the DMD after hitting a back to back ramp/orbit it will say double combo, then super combo, then ?? combo, then ??. I really didn't pay close attention, but after hitting the 4th or 5th shot, multiball started. I also believe that the 2nd ramp/combo was worth about 200k, 3rd 400k, 4th?? ,5th ??. At one point one of the combo's was worth around 1mill.

    I stumbled into finding this when I was trying to advance the multiplier during daytime. I was hitting the alley ramp (when the shop wasn't open) which activates the "A" letter shot in Blade and lights the 3 targets. If you successfully hit any of the 3 targets/drop holes, it will return the ball down to the left flipper. I then hit the alley ramp again to repeat the process.

    It also appears that you can hit different ramps/orbits to complete the combo. It also appears that you have a few seconds between each shot to hit the next ramp/orbit, which can give you a bit of time to trap the ball on a flipper. If you hit any target/bumper between ramp/orbit shots, it appears to cancel out the combo.

    Activating Daywalker multiball this way does not require lighting all of the BLADE shots and does not activate the extra ball targets/holes.

    Hopefully someone can confirm exactly how many shots it takes. I've been playing this table alot trying to beat wizard mode, but I think I'm getting worse at hitting the ramp shots when I need to.
    I also initiated the Daywalker multiball the way you described - don't know how many shots exactly (or witch) but I am pretty sure that when it started that it lit the Extra Ball light as well.

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    First I will start saying a big thanks to HeathenSauce for this excellent guide. Its been a great reference for me and I owe part of my high score to this guide because without it I probably wouldn't have taken the time to figure everything out but it has taught me that in future that no matter how complex a table may seem, its nothing a lot of play time won't work out. Everything on this table is relatively simple, its just confusing while playing and this guide bought it all together very well for me.

    Anyway last night for the first time I completed 100 breaches in UV multiball, well at least I think I did anyway. Basically I had it going for a long time and I know the last time that I got my third ball (after every 5 breaches sealed) I was on 92 breaches sealed. I know that in this period with the third ball I took myself over the 100 mark because I was hearing the breach sounds going like crazy. A little while later I failed and it came up saying "congratulations you sealed 18 breaches". My only thought was that it must reset at 100 but this doesn't seem correct to me and at the time I didn't notice any huge score for it either, so at this point I was little bummed because this took what felt like an eternity.

    This is where it got interesting though. When I got to the wizard mode, my phase 1 scores were 3.2 mil instead of the usual 2.2 mil. My phase 2 scores were 6.6 million per talisman hit instead of the usual 4.4 million and phase 3 and 4 scores were 9.9 million per target or ramp instead of 6.6 million...My problem is I don't know for sure if this score bonus was from the 100 breaches because there was nothing telling me for sure that I actually did it. All I know is I have never seen those types of scores before and it was the first time I sealed 100 breaches, even though at the end it only said 18.

    A little strategy for sealing the breaches is try and have a ball on each flipper and just use the left and shoot into the treasure hole/lair hole. The ball will return down the left inlane for a repeat shot. After 5 times a third ball comes out. I use this a a bit of a "crazy mode" and just go for it till a ball drains and then just repeat the process over and over. This normally gets me pretty far but getting a 100 seemed to take a long time. Anyway thanks again for the guide and if anyone could shed a little light on anything I said, it will be appreciated.

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    Quote Originally Posted by heathenSauce View Post
    Phase 3:
    This phase starts a 3 ball multiball. I'm not exactly sure what the objective here is, or if there even is one. The DMD offers no guidance, and every target on the playfield is flashing. I usually hit a couple shots and this completes phase 3, which sends the table into the reward phase.
    After playing the wizard mode several times. It appears that the objective in Phase 3 is the same as Phase 1. You need make 15 shots to the lite targets, holes, ramps and the orbits. The only difference is that you don't have to worry about your energy. You just got to keep the multiball in play.

    You'll know when you completed phase 3, because the table turns to day mode and Dracula is defeated by the sunlight.

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    I love this table, but my GOD is this a lot to digest and even ATTEMPT to recall in action. LOL This one's going to take ma a very long time to get a grasp of.
    Thank you for putting the time in to what was assuredly a very time consuming guide.

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    I love Blade, and I've put a ton of time into this table and I'm just now reading your guide. Absolutely fantastic guide, from A to Z, really well thought out and well written. I really wish I had read this prior to really getting deeply involved with this table. Excellent stuff heathensauce

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    Quote Originally Posted by UranusIsBroken View Post
    I love this table, but my GOD is this a lot to digest and even ATTEMPT to recall in action. LOL This one's going to take ma a very long time to get a grasp of.
    Thank you for putting the time in to what was assuredly a very time consuming guide.
    This table does take a while, it definitely took me a while to get it all down, even after quite alot of play on the other tables. I always say that Ironman taught me how to play this game, but Blade taught me how to use strategy and trying to execute the game plan. Its a table I always come back too though because going for a high score never seems like a grind. You always get a sense of the game always progressing along with score, rather than just scoring and playing this table through my sound system is amazing.

    Regarding my above post about the Security Breaches, I haven't been able to do it since but I have also never had those type of wizard mode scores since that game either, so I am thinking that the "huge score" in the tables rule sheet about "sealing 100 breaches in UV multiball" may not actually be an initial huge score but a score boost for the wizard mode. Anyway I am only going off my own play and I am not certain about my theory but I do know that these different wizard mode scores were in the game I mentioned a few posts above and I have never seen them since. I have been trying lately for the 100 breaches but man its takes ages to even get to 50, then you realise your only half way. I just need to do it once so I can see but thats the problem..Anyone else decent at UV multiball? More importantly can anyone consistently seal 100 breaches in a game?

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    Honestly I stink at UV multiball, and truthfully I have trouble even launching it since I have issues lighting the skill shot hole closest to the left slingshot. The most I've ever sealed is 34 and it felt like I was playing that mode for ages. My hat off to you for actually achieving 100, how long did it actually take in regards to play time?

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    Quote Originally Posted by gasfoodmurder View Post
    Honestly I stink at UV multiball, and truthfully I have trouble even launching it since I have issues lighting the skill shot hole closest to the left slingshot. The most I've ever sealed is 34 and it felt like I was playing that mode for ages. My hat off to you for actually achieving 100, how long did it actually take in regards to play time?
    Oh yeah I know what you mean with that lower hole. In the daytime mode it is always the last treasure I have to get. One thing I do alot now when I get into nightime mode is lock a ball in Hannibals Hole. Its a pretty easy shot (same a SNIKT but on the other side), and by doing this it activates a brief ball save. I use this to take that specific lower target shot. It takes a few goes but it has to almost come off the very edge of the flipper rather than just a normal shot.

    Thanks,I can't remember the exact time it took me, it was a while ago, but I remember the feeling after it like I had almost played a full game. I also play it quite slowly so this also makes it feel alot longer. Up until recently I stopped going for this altogther and if the mode accidentally triggered I would just use it for kickbacks because I was sick of spending what felt like an eternity getting to 50-70 and then inevitably failing but now I just want to know if my theory is correct because if it is, its one mode I am going to have to start really practicing and working out a consistent method.
    Last edited by OzV1; 06-28-2011 at 04:42 PM.

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    Talking Blade made it possible

    Alloha Pin Balleros , news from me again !
    after alot of games on the Cpt. America, with the goal to defeat
    red skull at least two times, i felt like i have been witched or something,
    been defeaten him easy and then i were losing the balls like
    would be a magnet or something! like always in times of big frustration
    i looked through the threads in the forum and read this one, after
    it, i tried the blade table again, and it was like magic, scored 717M or
    something and with my new superscore of 4.007 i`m under the best 100
    , maybe not the best but two numbers better than three

    great work, useful tipps and tricks, thx 2 all of you! Add me if u
    got a higher score, will work on a even better score,
    gamertag: AcidWarfare86

    thats all for now will be back if i reached wizard mode on Rocky & Bullwinkle

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    Could someone with skills and a DVR put up a vid of this table. Hopefully showing you getting to the wizard mode?

    Cloda, I'm looking at you now, since you have mad YouTube skills.

    This table still baffles me, but I'm getting there with thanks to this guide.

    Q. This has been asked before, but I can't remember if it was answered: what's the significance (of any) of the yellow lit windows in the background, behind Deacon Frost?

    Q. Those blue and orange test tubes on the right. Blue is energy, orange is money, yes yes?

    Q. Why/when does Hannibal say "Silver balls are expensive, but are worth every penny"?

    Q. Anyone else thinks Hannibal sounds rather camp?
    Last edited by Womble; 07-09-2011 at 04:23 AM.

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    Quote Originally Posted by Womble View Post
    Could someone with skills and a DVR put up a vid of this table. Hopefully showing you getting to the wizard mode?
    I am looking to get one of those Roxio Video Game capture devices. I don't like buying off the net, as I pay cash for everything, so when I find one in store I am going to start making some vids. Blade wizard mode will most likely be my first. I know you are in Australia, so you will know JB Hi-Fi. I am just waiting till my local one gets them in stock.


    This table still baffles me, but I'm getting there with thanks to this guide.

    Q. This has been asked before, but I can't remember if it was answered: what's the significance (of any) of the yellow lit windows in the background, behind Deacon Frost?
    I don't actually know their signifigance, but they are there for the PAYBACK. Basically I think they just add to mission bonus, like when you hit the orbits. They are not something I really aim for in game.

    Q. Those blue and orange test tubes on the right. Blue is energy, orange is money, yes yes?
    Yes, correct. The blue one only really needs to be half full for most missions though. Only really needs to be full to take on first phase of wizard mode but even this isn't entirely neccesary. The ones you need the most for would be Nocturnal Visitors (very dependant on what ramp/orbits you are required to hit) or Cathari Katana, which isn't a really hard mission but requires alot of shots so its easy to get wrong. With a bit more energy you can take your time a little more.

    Q. Why/when does Hannibal say "Silver balls are expensive, but are worth every penny"?
    This is when you lock a ball in Hannibals hole in the nighttime. Its the far right hole. You need to lock 4 balls to get the multiball going. Locking the first ball in there will "activate' it, then its 3 more. A little tip with this is that it gives a brief ball save with every ball lock except the first one. This can be used to take shots at the Shrine Hole, go for kickbacks via left orbit or even just take the shot at Citadel ramp to start a mission as this can sometimes be a risky shot if it doesn't make it all the way.

    I think this is one of the best tables for voiceovers even though I do hate how Blade says "Extra Sliver Ball" when you get an extra ball
    Last edited by OzV1; 07-09-2011 at 07:48 AM.

  35. #35
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    Quote Originally Posted by AcidWarfare86 View Post
    Alloha Pin Balleros , news from me again !
    after alot of games on the Cpt. America, with the goal to defeat
    red skull at least two times, i felt like i have been witched or something,
    been defeaten him easy and then i were losing the balls like
    would be a magnet or something! like always in times of big frustration
    i looked through the threads in the forum and read this one, after
    it, i tried the blade table again, and it was like magic, scored 717M or
    something and with my new superscore of 4.007 i`m under the best 100
    , maybe not the best but two numbers better than three

    great work, useful tipps and tricks, thx 2 all of you! Add me if u
    got a higher score, will work on a even better score,
    gamertag: AcidWarfare86

    thats all for now will be back if i reached wizard mode on Rocky & Bullwinkle
    Congrats bud, thats a very good score. I seen your name top of the weekly leaderboards by quite a margin last time I looked. I try to play at least 2-3 full games a week of this table but lately has been all about trying to get the 100 security breaches sealed but still no luck. If I am being realistic this is probably the table where I could have a crack at the #1 score, even though I know if I ever did do it, it will be likely awakening some beast and the current #1 guy will probably come along and triple my score. Some of the others really feel out of reach but if everything came together perfectly in one of my games, the score doesn't seem unachievable. Extremely difficult, yes but doable and games don't go for many, many hours.

    Just curious with 717million, how many wizard modes in that game? I would guess 2 but you could have had one dream reward phase. Anyway congrats again.

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    Thanks for the help OzV1.

    I did look at the Roxio device, but the resolution (480p) is a little low for my tastes. Also, it requires Windows, and I run only Macs day-to-day.

    Ideally, I'm looking for a standalone DVR that will do the job at 720p, as well as regular, twin-channel recording duties.

    Regarding Blade's voiceovers, I think they're pretty good overall. Hannibal just gives me the giggles, is all.

    (He also gives me the pip, when he blocks the top-right flipper shot! Grrr. Down in front!)

    The more I play Blade, the more I like it. A lot of design went in to it.
    Last edited by Womble; 07-09-2011 at 10:03 AM.

  37. #37
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    Quote Originally Posted by Womble View Post
    Thanks for the help OzV1.

    I did look at the Roxio device, but the resolution (480p) is a little low for my tastes. Also, it requires Windows, and I run only Macs day-to-day.

    Ideally, I'm looking for a standalone DVR that will do the job at 720p, as well as regular, twin-channel recording duties.

    Regarding Blade's voiceovers, I think they're pretty good overall. Hannibal just gives me the giggles, is all.

    (He also gives me the pip, when he blocks the top-right flipper shot! Grrr. Down in front!)

    The more I play Blade, the more I like it. A lot of design went in to it.
    No problems. If you have any other questions just ask and I will try and help.

    As far as the Roxio capture goes, its pretty much the only one I can find retail in Australia. I know I can get them online but cash is my preffered method of payment so thats not really an option. For some reason, any sort of capture devices/capture cards are rarely stocked in Australia, even in Electronics stores.

    I know the quality isn't the best but after seeing a few reviews on it, its good enough for me and it looks 'plug and play', which is great for non-tech heads like me. I looked into it a while back, with the proper type one you mentioned but it all seems so complicated. Leads to here, there and everywhere, converting sound and all that stuff, I just know I would have messed it up. I only got a HD TV a month or so back so I never really have to have the best, just so long as everything works, I'm fine. To be honest I actually miss my SD TV in some ways. Yes, the picture quality is a thousand times better in HD, but it just feels like there is always this tiny delay in everything I do. I have got used to it but there is zero delay in SD. Most people here probably haven't played modern games on Standard Def so they have no comparison but there is definitely a slight difference and it was very annoying at first. Anyway Ive started to ramble but will hopefully have that Roxio thing within a couple of weeks.

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    I want to like this table so bad but I can't. I can't hit ANYTHING on this table. The left orbit is so hard for me to hit. I either miss it or I hit the Shrine hole. The Alley Ramp is skinny so it's hard for me to hit that as well. The Deacon Frost targets when they aren't holes makes the ball go crazy all over the table when I hit them and it drains or goes to the outlanes.

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    Quote Originally Posted by Womble View Post
    Q. Those blue and orange test tubes on the right. Blue is energy, orange is money, yes yes?
    Shows how observant I am. It says "ENERGY" and "FUNDS" right next to these vials.

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    Well, thanks to this guide I finally beat Dracula. And I felt I could have gotten a very high score indeed, doing comfortably in the reward phase, but then I double-drained in a moment of silliness.

    (Pro-tip from a non-pro: if you want to improve your multiball skills, play lots of MARS Pyramid mode!)

    Couple of things I didn't know before that should be mentioned:

    - the wizard mode is restartable, if you fail it. A lot of the anxiety is removed when you know you can simply recharge your energy and hit the mission hole again.

    - D-R-A-C-U-L-A is displayed in red, in the upper-right corner. For some reason, I only just noticed this yesterday.

    Seems to me that the various non-Wizard multiball modes are mostly a waste of time, scoring-wise. (Though, useful for mutipliers and energy.) Same goes for Hannibal and his handcannon.

    BTW... I wonder just how many beginners on the table have been frustrated with that Citadel shot, not realising there's a portcullis blocking the shot? That thing is barely visible.

    Overall, this has become one of my favourite tables. Has tons to do, with a decent difficulty curve.

    And now for Iron Man, which is everything Blade is not. Oh well, the things I do for my pimp score...
    Last edited by Womble; 07-12-2011 at 01:44 AM.

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    Quote Originally Posted by Womble View Post

    (Pro-tip from a non-pro: if you want to improve your multiball skills, play lots of MARS Pyramid mode!)

    Overall, this has become one of my favourite tables. Has tons to do, with a decent difficulty curve.

    And now for Iron Man, which is everything Blade is not. Oh well, the things I do for my pimp score...
    Where to start... LOL Improve your multiball skills by playing "lots" of MARS Pyramid mode???? ****. For us "non-pro"s, just GETTING to Pyramid mode is a chore...much less getting there lots. LOL

    And for a "non-pro", you seem to be handling the difficult tables quite nicely. :-p LOL

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    I'm about as non pro as you can get because the Spiderman table is giving me a HEADACHE! I have 77mill on that table which is pretty low on that table. But man, if you miss a shot that ball goes to the outlanes every single time (for me at least). Get to the bumpers= sometimes it can go straight down the drain. Hit the red targets on either side of the middle websling=ball bouncing everywhere most likely the outlanes. Mysteryo decide to go to the unpredictable hole=I can't hit that hole to save my life...unless of course it's by accident, then I can hit it every time. THWIP is hard for me to get, because none of the rails (I think that's what they are called) don't go to the actual letters except the websling shot in the upper left of the upper playfield, i usually try to hit that over and over again to get THWIP twice for both kickbacks. Then I get for the extra ball by getting all those websling ramps 3 times.

    and I know this is an easy table so that's what frustrates me the most.


    ANYWAY, enough of spiderman table in the blade section.
    Last edited by suikostinger; 07-12-2011 at 04:50 AM.

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    Quote Originally Posted by UranusIsBroken View Post
    Where to start... LOL Improve your multiball skills by playing "lots" of MARS Pyramid mode???? ****. For us "non-pro"s, just GETTING to Pyramid mode is a chore...much less getting there lots. LOL

    And for a "non-pro", you seem to be handling the difficult tables quite nicely. :-p LOL
    If you approach it right, you can trigger Pyramid mode first on Mars. This is what I always do because it is a fantastic way to build up the multiplier and thus win a free ball. Fail it and you can restart it without losing a ball (You just lose the multiball and the mission ends) by simply hitting the mission hole.

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    Quote Originally Posted by OzV1 View Post
    Congrats bud, thats a very good score. I seen your name top of the weekly leaderboards by quite a margin last time I looked. I try to play at least 2-3 full games a week of this table but lately has been all about trying to get the 100 security breaches sealed but still no luck. If I am being realistic this is probably the table where I could have a crack at the #1 score, even though I know if I ever did do it, it will be likely awakening some beast and the current #1 guy will probably come along and triple my score. Some of the others really feel out of reach but if everything came together perfectly in one of my games, the score doesn't seem unachievable. Extremely difficult, yes but doable and games don't go for many, many hours.

    Just curious with 717million, how many wizard modes in that game? I would guess 2 but you could have had one dream reward phase. Anyway congrats again.

    thx OzV1
    for real it takes a lot of tries and very often a play just ended up by restarting the match ! I´m searching for the perfect ball, not always the best decision, cause only one ball, good played, can change your top score, but if i loose my ball without cathing an extraball the game doesn´t seem to me worth playing, particulary on a table like blade where it is so easy to get extra balls, but doesn´t matter anyway !
    I only defeated Dracula once for my top score, but played good in the reward modus, lost my other balls in the second fight against him, charged my balls with fire before starting the modus, and than losing them, i have problems to see where the ball is, cause of the fire animation thing, strange cause with the UV balls of Hanninbal i dont have these problems. The maximum of security breaches i sealed where 47, it could have been more but i´m going more for the other hannibal multiball hole on the right, just love the ball save reward and chance for super skillshot only for hitting the hole. Only thing i buy in the shop are kickbacks and Bonus multipliers. Whats most important is to get all artefakts from the zitadellramp as fast as u can. The only way to score big on this table is the wizard mode so i´m trying to reach it very fast. I will get back to the table soon to get an even better score, but for now i got an overdose "they call me Daywalker", but u are right, if evrything comes together in one game there is a wizard score possible, if u get it before me let me know
    i said i will work on wizard modus on R&B, but there is still no way for me to get a feeling for the table, will find me on nightmare mansion. CU soon .
    thx again

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    Default Stuck on Wizard Mode Stage 3

    Scored 250 million last night which I was well pleased with but I still dont have the 30g achievement.

    Ive now failed 4 times on Stage 3 of the Wizard Mode but from reading the guide it seems like this is the easy bit - "just hit a few shots".

    Not sure if its just nerves but it seems quite tricky - although its multiball it seem like the balls are very fast (like Stage 1 or Wolverine fastball).

    So does anybody have any tips? - should I just keep flipping like crazy or try and get the balls under control. Also how many shots do I need to hit?

    Many thanks!
    Last edited by Alipan; 07-20-2011 at 09:26 AM.

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    Quote Originally Posted by OzV1 View Post
    Congrats bud, thats a very good score. ...

    Just curious with 717million, how many wizard modes in that game? I would guess 2 but you could have had one dream reward phase. Anyway congrats again.
    I'm wondering exactly the same thing, except for your scores OzV1!!!

    How many wiz modes did you go through to get 2.2billion on this table?

    You are a dream crusher!

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    Is there a way to increase the Daybreaker Jackpot value before you start the mode? 200 000 points is quite measly in my opinion and it is just too much effort, especially if I have my kickbacks activated for such a small payout. I know it increases each time you complete it, but as far as I can tell it doesn't carry over to when you start it again.

    Anyways, the scoring is very much screwed towards the Wizard mode completion it seems. Get there with 50mil and end with 300mil. It even counts in your favour if you can't finish the first phase first time around because you get healthy points for each shot you make during that phase.

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    Quote Originally Posted by Womble View Post
    I'm wondering exactly the same thing, except for your scores OzV1!!!

    How many wiz modes did you go through to get 2.2billion on this table?

    You are a dream crusher!
    It was just one of dream games where everything came together so well. I completed 3 wizard modes in that game, with 2 of them giving massive scores in the final reward phase because I kept them going for a long time. I got to a 4th in that game but failed in of all places the third stage where the three balls come out. I can still remember it so well because i only took a couple of shots and all balls went to the outlanes.

    For the final reward phase, this being the highest scoring point of the table, I play it very slowly. I will list the 3 situations below that can happen on this table in multiball when you get the balls under control. I tend to 'deliberately' lose the third ball as it causes too much unpredictability.

    1. Both balls on left flipper- If in this situation, get the two balls trapped and at a stop. Then backhand shot the 3 holes that represent 3 treasures during daytime. If done correctly one ball will go into 1 of the 3 holes and return safely for repeat shots doing the same thing.

    2. Both balls on right flipper- Here I take the same shot, but the higher ball will end up going into the ramp under the top flipper. I then hold up the top flipper to let the ball roll safely off for a trap in the left flipper. This technique will seperate the balls.

    3. A ball on each flipper - While holding the left flipper and other ball use the right to backhand shot the Alley ramp. Then use the top flipper to shoot into the multiplier holes (they are open for reward phase). The ball will come back down to the left flipper, where you can repeat situation 1.

    The only really difficult part of the Wizard mode,imo, is the first phase. I don't always get this done first go but normally once past it I get through all stages more often than not. My technique for this mode involves taking a shot I know not alot of people like but the far right ramp leads to top flipper for shot at the multiplier holes. The ball then returns and this can be repeated. It also gets it done alot quicker because you basically get two shots for one but the risk is always there with that shot. Think of it the same way a the 'Red Skull' ramp on Captain America. Its the same shot, the only difference is on CA you aren't punished nearly as harshly for missing. Getting good at this shot will help people go a long way on Blade table. I only mention this because the couple of Blade wizard mode vids I have seen the don't do this, which is sweet but a miss at any 3 of the main ramps will cause a brick shot and really has nowhere to deflect. Often a missed shot to the far right ramp will end up in one of the top 3 multiplier holes or the Shrine hole, which is crucial in this mode because you can't waste any time between shots.

    Anyway I just started typing and got carried away. Hope this helps some people out.

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    Quote Originally Posted by Cloda View Post
    Is there a way to increase the Daybreaker Jackpot value before you start the mode? 200 000 points is quite measly in my opinion and it is just too much effort, especially if I have my kickbacks activated for such a small payout. I know it increases each time you complete it, but as far as I can tell it doesn't carry over to when you start it again.
    As far as I know, there isn't. I agree it is pretty measly and have only got it over a million a few times. Daywalker to me is all about extra balls and lighting kickbacks safely. Once I do this I often just let the multiball end and continue playing because you can guarantee that as soon as you get those kickbacks, the multiball will cause you to lose them. If it carried over that would be much better imo.

    Quote Originally Posted by Cloda View Post
    Anyways, the scoring is very much screwed towards the Wizard mode completion it seems. Get there with 50mil and end with 300mil. It even counts in your favour if you can't finish the first phase first time around because you get healthy points for each shot you make during that phase.
    Your type of table then. It truly is one of Zens gems.

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    Quote Originally Posted by OzV1 View Post
    As far as I know, there isn't. I agree it is pretty measly and have only got it over a million a few times. Daywalker to me is all about extra balls and lighting kickbacks safely. Once I do this I often just let the multiball end and continue playing because you can guarantee that as soon as you get those kickbacks, the multiball will cause you to lose them. If it carried over that would be much better imo.

    Your type of table then. It truly is one of Zens gems.
    Jip... definitely my type of table... if you want to put up a decent score you have to repeatedly go for the Wizard mode Really love it, but man I still find it difficult even though the looser approach previously discussed definitely works better than the slow build-up approach. This table is just too unpredictable (well... for us mere mortals that don't have pinpoint accurate aiming for each shot) for me to ever feel in control... it always feels like I'm on borrowed time on the table e.g. yesterday I managed 3 games in a row to get to wizard mode and only in the last game did I manage to beat it (and put up a personal high ). My first game though I got to Wizard mode on my first ball with two extra balls in pocket.... through failing the first phase of the wizard mode multiple times I did manage to build my score to about 300 million but in the process I managed to lose about 6 balls... I haven't felt so useless in this game in months as I did at that point.

    Well... hopefully it's just a matter of time before I have my dream game on this table. Thanks for the tips on playing the reward phase... I have just been bashing away up until now.

    PS: Could see my previous post was very early in the morning e.g Daybreaker = Daywalker and screwed = skewed

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    Quote Originally Posted by Cloda View Post
    Jip... definitely my type of table... if you want to put up a decent score you have to repeatedly go for the Wizard mode Really love it, but man I still find it difficult even though the looser approach previously discussed definitely works better than the slow build-up approach. This table is just too unpredictable (well... for us mere mortals that don't have pinpoint accurate aiming for each shot) for me to ever feel in control... it always feels like I'm on borrowed time on the table e.g. yesterday I managed 3 games in a row to get to wizard mode and only in the last game did I manage to beat it (and put up a personal high ). My first game though I got to Wizard mode on my first ball with two extra balls in pocket.... through failing the first phase of the wizard mode multiple times I did manage to build my score to about 300 million but in the process I managed to lose about 6 balls... I haven't felt so useless in this game in months as I did at that point.
    Don't let that put you off. The game you described is probably how most of my games turn out on this table. There is one common theme in all my playthroughs with this table. Even with the ease of getting the extra balls, it always comes down to one or two amazing balls where you feel you can do no wrong. In my high score game I was able to accomplish 2 wizard modes on my first ball. After my first drain, it was a steady decline downwards, always having a few decent/average balls and of course the shockers where you drain almost instantly but I feel those happen more out of frustration at just losing your previous ball.

    I would say that the first phase of wizard mode and completing the Vampire Lair raid are my times where it is most common for me to lose a ball.Of course I lose balls randomly,as thats pinball, but these are the parts of the game where I know there is a good chance I could.

    Well... hopefully it's just a matter of time before I have my dream game on this table. Thanks for the tips on playing the reward phase... I have just been bashing away up until now.
    You will, don't worry, but savour it because doing it again is difficult. I can't seem to recapture that free spirited play that got me my score The table is that enjoyable to play that it will just happen because you will want to keep playing the table once you start mastering the shots and this table requires all of them. Its just a matter of getting to the point where the modes aren't that hard anymore (although they always throw curveballs) and keeping your nerve when you start getting more than one wizard mode consistently in games.

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    Quote Originally Posted by Cloda View Post
    Is there a way to increase the Daybreaker Jackpot value before you start the mode? 200 000 points is quite measly in my opinion and it is just too much effort, especially if I have my kickbacks activated for such a small payout. I know it increases each time you complete it, but as far as I can tell it doesn't carry over to when you start it again.
    The only thing that you can do is grab the third talisman (when lit) from the mini-playfield during day mode. That one doubles all score values including jackpots. That should increase the start off jackpot in the Daywalker multiball to 400,000 points.
    Last edited by shogun00; 07-21-2011 at 03:53 PM.

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    Quote Originally Posted by OzV1 View Post
    Anyway I just started typing and got carried away. Hope this helps some people out.
    Thanks for the help!

    Oh, and I actually LOL'd when I saw your Wolverine score. Sweet jebus.

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    Quote Originally Posted by OzV1 View Post
    Anyway I just started typing and got carried away. Hope this helps some people out.
    Thats great advice for the multiball - many thanks.

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    Quote Originally Posted by Womble View Post
    Thanks for the help!

    Oh, and I actually LOL'd when I saw your Wolverine score. Sweet jebus.
    In the end that score was kinda disapointing considering the amount of extra balls and the huge time investment. I love Wolverine, its an awesome table but after that game I will probably never play it again. I was just glad when it was over.

    For a day after just going about my business, in my head was the constant "Target Confirmed...Targeting system locked"..."Tin Woodsman, I'm sending you back to Oz, in pieces"...."Resistance is futile mutant". After sooo many Sentinel that stuff embeds itself.

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    Quote Originally Posted by Alipan View Post
    Thats great advice for the multiball - many thanks.
    No probs at all. I guess these tips could be used for multiball overall. In most cases, unless I need a specific shot, like Romulus jackpot or the ones mentioned above, I will always try and seperate the balls before playing the shots needed.

    For a long time, multiball modes where my "achilles heel", mainly because I was just flailing at the balls. Play them the same as you would with one ball and you can get alot more out of them, plus it is always safer having more than one ball on the table. After I watched some of Bowen Kierans PAPA videos, multiball clicked for me.

    This is pretty much why Mirror Images is always the first mission I do. Normally your first run into the night cycle, you won't have kickbacks lit yet. So straight away I shoot the citadel ramp, shoot all 8 Darkholds (or 4 if you already have the 2nd Talisman) for the extra ball, and then shoot mission hole for Mirror Images. This is alot safer than the other missions simply because its two balls and at this stage with no defences, its the best option imo.

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    Strangely I never have any trouble with Mirror Images and can usually complete it first go.

    I still have a feeling that the ball physics are different in the wizard mode though. In Phase 1 it suddenly seems that the ball is sliding around and most shots will magically seem to head towards a ramp. If I try landing 15 shots like that in normal play it takes twice the time.

    Following on from this its seems like the phase 3 multiball is like that too - for want of a better description it seems the ball physics are a bit like Wolverine fastball but not as extreme.

    I was quite convinced about this but starting to doubt myself as it hasnt been mentioned elsewhere? Am I imagining things??
    Last edited by Alipan; 07-22-2011 at 09:40 AM.

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    Quote Originally Posted by Alipan View Post
    Strangely I never have any trouble with Mirror Images and can usually complete it first go.
    Yeah I wasn't referring to it in regards to its difficulty, as your right it is one of the easier of the missions, but more just do it out of safety, rather than playing to activate kickbacks, then taking on missions. If you fail it, you can just shoot the mission hole and try again.

    I still have a feeling that the ball physics are different in the wizard mode though. In Phase 1 it suddenly seems that the ball is sliding around and most shots will magically seem to head towards a ramp. If I try landing 15 shots like that in normal play it takes twice the time.

    Following on from this its seems like the phase 3 multiball is like that too - for want of a better description it seems the ball physics are a bit like Wolverine fastball but not as extreme.

    I was quite convinced about this but starting to doubt myself as it hasnt been mentioned elsewhere? Am I imagining things??
    I have played this table to death and haven't noticed the physics being any different. I think in Phase one, it could feel faster and more out of control because you are forced to take your shots quickly.

    As for Phase 3, it can often take you by surprise because all 3 balls comes out in a row and with no ball save active, like the beginning of most multiballs, those first few shots can spray anywhere. Maybe the music makes the whole mode feel 'faster'. Anyway I don't know what your seeing but for me the shots are the same in Wizard mode as they are in regular play. Its just more pressure in the wizard mode, especially first stage because you have to play it fast. Not saying your wrong though, as I can't see your screen but the mind can play tricks when pressure is applied.

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    Well no-one else has mentioned it so it must be my fevered mind imagining it!

    Still hopefully this weekend I will crack the wizard mode - I can pretty much reach it at least once every hour of gameplay so hopefully its only a matter of time.

    Great table though -at first I felt like the balls just randomly drain but once you play it a bit you learn the safe areas to put the ball into and its a lot more manageable.

    Thanks again for the advice - Whilst I usually do an easy mission first I hadnt thought of doing Mirror Images and that does make sense from a safety point of view.
    In actual fact I had been doing Mirror Images last as I like to do an easy mission when the pressure is highest. Also if you flunk it you seem to come out with 99% energy so can keep on re-trying it. Might try switching to Mirror Images first and Personal Differences last.
    Last edited by Alipan; 07-22-2011 at 03:15 PM.

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    Quote Originally Posted by OzV1 View Post
    I have played this table to death and haven't noticed the physics being any different.
    Ditto! I haven't noticed a change in the physics either.

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    Finally completed the wizard mode today - once I got the stage 3 multiballs under control it was fine.
    After getting the achievement I mentally switched off though and my remaining balls soon drained.

    Really pleased to have finished this table - although I have completed F4, Spiderman, Wolverine and Captain America I think this table is on another level of difficulty.

    Only have Ultimo to beat now to complete the Marvel DLC....

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    Quote Originally Posted by Alipan View Post
    Finally completed the wizard mode today - once I got the stage 3 multiballs under control it was fine.
    After getting the achievement I mentally switched off though and my remaining balls soon drained.

    Really pleased to have finished this table - although I have completed F4, Spiderman, Wolverine and Captain America I think this table is on another level of difficulty.

    Only have Ultimo to beat now to complete the Marvel DLC....
    Congrats mate, you have broken through a barrier now. Have fun with Ultimo too, I would say thats the hardest achievement in the entire game.

    I finally got a capture card, the quality isn't "top notch" but its not terrible either.

    The video linked below was really just a tester but actually shows pretty well my opening strategy for Blade

    http://www.youtube.com/watch?v=Z9wmPiB_hhk

    Note how the first things I do is grab all the Talismans and get the bound captive. I get the captive straight away because a shot at the treasure hole could cause one of them to light, forcing you to have to get that treasure first. All Talismans but most important are 2x scores and half price in shop.

    Also Mirror Images, Daywalker multiball and a failed attempt at the Vampire Lair raid. I also had to start a new Youtube account because I forgot my old password and couldn't sign back into it

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    I have only beat Wizard Mode once on BLADE and have a question.

    Has anyone else noticed that you got a permanent score bonus to targets bumpers after completing wizard mode? IIRC I got an extra 1,000 points per mushroom bumper hit for example. The scoring bonus didn't carry over to a new game.

    Can anyone else comment on this scoring bonus?

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    Each completion of the wizard mode adds a 1k bonus to all scores received, which I'm pretty sure is also multiplied by the 2x talisman. It's nice but really doesn't end up being all that significant.

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    Quote Originally Posted by IndyRC_Racer View Post
    Can anyone else comment on this scoring bonus?
    Yes, I can! However, it's not as big as re-suppressing the Dark Hold chapters in the shrine hole. The point value just keeps on going up and up after completing the wizard mode each time.

    I completed the wizard mode three times in one game and suppressed the Dark Hold chapters four times around. I was netting 6-9 million on each shrine hold hit during that forth time.
    Last edited by shogun00; 07-29-2011 at 04:21 PM.

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    Quote Originally Posted by OzV1 View Post
    The video linked below was really just a tester but actually shows pretty well my opening strategy for Blade

    http://www.youtube.com/watch?v=Z9wmPiB_hhk
    Thanks for the vid.

    Your multiball ball control is pretty good. Are you using a custom flipper sensitivity?

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    Quote Originally Posted by Womble View Post
    Thanks for the vid.

    Your multiball ball control is pretty good. Are you using a custom flipper sensitivity?
    Thanks. It is now after I made it the thing I really had to improve on. I only use whatever the default setting is, but I do use the bumpers rather than the triggers. They just feel more responsive and are better for those quick "double tap" shots when you have to react quickly to save a ball and for edge shots.

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    Quote Originally Posted by shogun00 View Post
    Yes, I can! However, it's not as big as re-suppressing the Dark Hold chapters in the shine hole. The point value just keeps on going up and up after completing the wizard mode each time.

    I completed the wizard mode three times in one game and suppressed the Dark Hold chapters four times around. I was netting 6-9 million on each shrine hold hit during that forth time.
    Yeah there seems to be over-arching jackpot that goes through the entire game and gets bigger the more wizard mode completions and longer the game goes. I don't know exactly how it works though. I mean the darkhold chapters give consistent scores but the bumpers can get into the hundreds of thousands in points. Also values of Vampire lair raids and the lone vampires goes up over the course of a game as well.

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    Quote Originally Posted by OzV1 View Post
    Yeah there seems to be over-arching jackpot that goes through the entire game and gets bigger the more wizard mode completions and longer the game goes. I don't know exactly how it works though. I mean the darkhold chapters give consistent scores but the bumpers can get into the hundreds of thousands in points. Also values of Vampire lair raids and the lone vampires goes up over the course of a game as well.
    The bumpers, lair, and lone vampire points seem to be tied to how many times you activate visions. The points do eventually cap out though. Not sure if there's any way to raise the cap once you reach it.

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    Quote Originally Posted by heathenSauce View Post
    The bumpers, lair, and lone vampire points seem to be tied to how many times you activate visions. The points do eventually cap out though. Not sure if there's any way to raise the cap once you reach it.
    There's no cap on the dark hold chapters though and without them, I wouldn't have hit the 1 billion mark (on the PS3 version).

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    Default Blade videos

    I finally got around to doing a Blade gameplay and wanted to post it here since its pretty much the video version of alot of things I have described in this thread.

    This first video shows all missions and tasks required to spell out DRACULA. I don't do it in order of spelling it out but this is the order I would normally do the missions in, although sometimes its good to get the Vampire Lair raid out of the way as early as possible.


    http://www.youtube.com/watch?v=FgG-UV3hk78

    The second video shows the wizard mode and how I like to take it on. All my videos are always from the same game, so for those questioning the discrepency in the scores from when I finished the missions to when I start the wizard mode, I failed my first attempt in Stage 3 so as you can see even failing the mode can net big points. Also if you make it through Stage 1 but fail in 2 or 3, your energy will be back to full so you can have another shot straight away.

    I put the note in the video during stage 2 because I know watching gameplay like that can be frustrating but I explain why I didn't edit it out.

    http://www.youtube.com/watch?v=fwTamlOVRzY

    I don't know if anyone wants to actually watch an entire playthrough but I still have the original gameplay, which is about 32 minutes so if anyone wants me to put that up I can. Its just at times its not the most exciting thing to watch.

  72. #72
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    Quote Originally Posted by OzV1 View Post
    I finally got around to doing a Blade gameplay and wanted to post it here since its pretty much the video version of alot of things I have described in this thread.

    This first video shows all missions and tasks required to spell out DRACULA. I don't do it in order of spelling it out but this is the order I would normally do the missions in, although sometimes its good to get the Vampire Lair raid out of the way as early as possible.


    http://www.youtube.com/watch?v=FgG-UV3hk78

    The second video shows the wizard mode and how I like to take it on. All my videos are always from the same game, so for those questioning the discrepency in the scores from when I finished the missions to when I start the wizard mode, I failed my first attempt in Stage 3 so as you can see even failing the mode can net big points. Also if you make it through Stage 1 but fail in 2 or 3, your energy will be back to full so you can have another shot straight away.

    I put the note in the video during stage 2 because I know watching gameplay like that can be frustrating but I explain why I didn't edit it out.

    http://www.youtube.com/watch?v=fwTamlOVRzY

    I don't know if anyone wants to actually watch an entire playthrough but I still have the original gameplay, which is about 32 minutes so if anyone wants me to put that up I can. Its just at times its not the most exciting thing to watch.
    Nicely done!!! If only I could hit that damn sewer ramp with such ease as you did in the stage 1 Wizard.. I always manage to hit the top right flipper which often ends up in death I must definitely learn to take stage 3 and stage 4 of the wizard mode much slower. It was very interesting for me to see that you got the same amount of points per target hit during stage 3 than what you get during stage 4... leaves some interesting possibilities for playing stage 3 carefully without finishing it and then repeating stage 1 - 3 again until you finally complete the wizard mode by mistake. You score so much more points during the Wizard mode than during any other stage of the game and with the multi-ball activated your risk is obviously much lower.

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    OZ, thanks for posting the video.

    The 1 and only time I defeated wizard mode on Blade, I was just going for the achievement. Next time I get there I will focus a bit more on points (and improving my high score).
    Last edited by IndyRC_Racer; 08-30-2011 at 06:11 PM.

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    Quote Originally Posted by Cloda View Post
    Nicely done!!! If only I could hit that damn sewer ramp with such ease as you did in the stage 1 Wizard.. I always manage to hit the top right flipper which often ends up in death I must definitely learn to take stage 3 and stage 4 of the wizard mode much slower. It was very interesting for me to see that you got the same amount of points per target hit during stage 3 than what you get during stage 4... leaves some interesting possibilities for playing stage 3 carefully without finishing it and then repeating stage 1 - 3 again until you finally complete the wizard mode by mistake. You score so much more points during the Wizard mode than during any other stage of the game and with the multi-ball activated your risk is obviously much lower.
    Thanks. Yeah that Stage 1 was probably one of the smoothest ive ever done. Thats always the way I approach it but usually there is a couple more misses and 'panic' shots to keep it going. I only had two misses, one almost cost me a drain but the other one (the last shot) made just the deflection I was referring to in my above posts.

    I had thought about the strategy you mentioned but the only problem with it is Stage 1. Its more of a relief when I get through it as it is the most common place for me to drain a ball. To be clear though, my failure in Stage 3 on my first attempt wasn't deliberate so it not part of any type of my strategy, although if anyone was very confident with Stage 1 it could possibly be the way to go. I would much prefer to get through to the final reward phase though and take the shot at keeping it going as long as possible. There are always those fail times where you get there and don't capitalise but thats outweighed by the times you get there and keep it going for ages.

    Practice the 'Red Skull' ramp on Captain America. Its a less brutal version of the Sewer ramp shot. Its the way the top flipper is positioned on Blade as its pretty much pointing straight downwards meaning a missed shot at sewer ramp hitsthe very tip, which always gives a player a good little test of relexes.

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    Quote Originally Posted by IndyRC_Racer View Post
    OZ, thanks for posting the video.

    The 1 and only time I defeated wizard mode on Blade, I was just going for the achievement. Next time I get there I will focus a bit more on points (and improving my high score).
    No probs Indy. Judging by some of your other scores im predicting I will see you high up on this table as well with a bit of practice.

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    Outstanding work with the vids, Oz. Cheers.

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    Omg, I followed your guide to start the wizard mode and when I finally had dracula spelled out, the mode was done before I realized that it started immediately after getting the last remaining letter.

    Before I waste my time again, I have a few questions:

    Once you fail the wizard mode, are you back to zero?

    Since this mode's time limit is based upon your energy level, which usually gets reduces to 2-3 after a mission, is it necessary to save another task for your last letter or does the wizard mode initiation disable the energy drop?

    How hard is the first stage in comparison to the initiation process? Just wondering, because activating wizard mode seems easy enough, yet almost nobody has the achievement.

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    Quote Originally Posted by Gegliosch View Post
    Omg, I followed your guide to start the wizard mode and when I finally had dracula spelled out, the mode was done before I realized that it started immediately after getting the last remaining letter.

    Before I waste my time again, I have a few questions:

    Once you fail the wizard mode, are you back to zero?
    No. If you fail, just shoot the mission hole again to start over. You may need to recharge your energy though based on which stage you fail in.

    Since this mode's time limit is based upon your energy level, which usually gets reduces to 2-3 after a mission, is it necessary to save another task for your last letter or does the wizard mode initiation disable the energy drop?
    If you fail in the 1st stage, your energy will be back to zero. Either have a Daywalker multiball ready to go or shoot the Shrine hole 4 times to max it out again. The only way to 'fail' the other stages is to lose your ball in Stage 2 or end the multiball in Stages 3 and 4, so take your time in these stages. Im pretty sure if you fail in Stage 3 by ending the multiball, your energy is maxed out and you can have another shot straight away.

    How hard is the first stage in comparison to the initiation process? Just wondering, because activating wizard mode seems easy enough, yet almost nobody has the achievement.
    The 1st stage is the hardest, but thats only because it forces you to take shots fast. I believe they done this on purpose to discourage 'deliberate fails' by just repeating to Stage 3. As far as compared to getting the mode going, its hard to say because no other mode on the table forces you to rush your shots so much but once comfortable with the table an experienced player shouldn't struggle too much with it.

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    I seriously don't know whats wrong with me, I understand the Table in and out mostly yet I still struggle on it. Guess more and more practice is needed... Once im happy with my MsSP Score I will return to Blade to train.


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    Sounds good, I'll probably be able to finish it on my next long session.

    After that there's only Iron Man and Mars left and they're ridonculously hard, especially Mars with it's bloody pyramid of randomness.

  81. #81

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    DID IT!!!

    Wasn't even all that hard, the table's a bit complicated and this guide helped a lot, so thanks for that, but the shots are quite easy and although this table gives me unavoidable drains more than any other, the buyable ball-save and easy extra balls are quite useful.

    I had trouble beating the lair first, but it's become one of the easiest tasks once I learned that I'm very comfortable with a straight shot to the right orbit with the left flipper and a backhandshot to the alley ramp with the right flipper. All there's to do is catch the ball and wait for the vamp to show up on the ramp I'm comfortable with.

    Wizard mode is easier than expected with a healthy bit of energy. Just shoot the sewer ramp followed by a shot into the deacon frost holes, repeat.
    Second stage is even easier because the bumpers will usually send the ball back to your right flipper for the next attempt.

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    Talking Im Lord of The Undead

    I just got the LORD OF THE UNDEAD achievement, showed Dracula who is Boss.


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    Thumbs up EOB Bonus, Skillshot, etc.

    End of Ball Bonuses (EoBB):
    not in order of screen appearance

    BARRAGE = 100k
    Hannibal 'PAYBACK' TPS shot.

    MULTIBALL = 500k
    Does not include the MIRROR IMAGES mission.

    HIDDEN = 100k
    Hit the HIDDEN HOLE.

    LIGHT & DARK = 100k
    Increment by Day/Night movement.

    ENERGY = 1k
    per unit of ENERGY remaining.

    FUNDS = 1k
    per unit of CASH remaining.

    SUBWAY = 50k
    Incremented by falling into the grates in front of the ALLEY & CITADEL RAMPS.

    -------

    SKILL SHOT = 100k

    I have used the following methods successfully.

    Upper hole:
    Pull back plunger so that red needle is near the 2 o'clock position, pointing at the yellow corner of the table.
    Release as the diverter is moving up, so that the ball reaches it when the diverter is at its highest point.

    Middle hole:
    Pull back plunger so that red needle is near the 1 o'clock position,
    pointing at the lower right corner of the vertical silver fender.
    Release when the diverter is at its highest point.

    Lower hole:
    Pull back plunger so that red needle is at the 12 o'clock high position, pointing straight up.
    Release as the diverter begins moving down from its highest point.

    Super Skill Shot = 1 million
    Good Luck!

    -------

    MISSION COMPLETION BONUS:
    Increase by SPINNER when other modes are not active = 10k per revolution.
    The SPINNER will revolve 10 to 20 times per shot through an orbit.
    BONUS is reset to 1,000,000 after a mission is successfully completed.

    -------

    ENERGY seems to be increased most by visiting the SHRINE and/or releasing a BOUND CAPTIVE.

    -------

    HAUNTED ALLEY:
    Four shots up the ALLEY RAMP at Night then hit the lit ramp/orbit.
    This is listed in the statistics as "Doors bashed" if completed.

    -------

    LONE VAMPIRE = 100k +50 Cash
    Activate by hitting the two ALLEY RAMP TARGETS at Night.
    Then hit the lit ramp.

    -------

    Is anything related to the vertical habitrail located in the far left corner of the table?
    Any information would be appreciated.


    BEWARE: both ORBIT shots have been know to cause the SDtM blues!
    Last edited by FIREBALL; 12-02-2011 at 08:57 PM. Reason: corrections... changed & added content

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    Quote Originally Posted by FIREBALL View Post
    SUBWAY = 100k
    Origin unknown... something to do with the SEWER RAMP?
    Let us know if you know.
    It's the Lair Hole. It looks like a subway entrance.

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    Exclamation

    Does anyone know yet what happens when you seal a 100 security breech things or whatever? What a hell of a challenge. I've got to 51 or 52. But I never notice my score change for getting any of them. If a 100 doesn't pay you much I'm not even going to waste time on it any more.
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    I asked if anyone did the breach and one person mentioned the score, it was pretty low for what you had to do.........it should be somewhere in the forums still.........


    I have a question about wizard mode phase one:

    I noticed it doesn't show you how much time you have to make the 15 shots. If you build your energy up higher before starting the wizard mode, does it give you more time? Or is it a set amount each time? I got down to 3 left and drained, and timed out on another two tries

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    Quote Originally Posted by Postman View Post


    I have a question about wizard mode phase one:

    I noticed it doesn't show you how much time you have to make the 15 shots. If you build your energy up higher before starting the wizard mode, does it give you more time? Or is it a set amount each time? I got down to 3 left and drained, and timed out on another two tries
    When the dracula fight starts, i believe your energy goes to 100% and starts draining immediately. There's two gauges on the right wall of the table, one shows the level of funds and the other shows your energy. Your energy steadily drains until you hit one of the 15 shots. At that time, you get a burst of additional energy. You'll be able to see the energy rise on the gauge. If too much time passes between making one of the 15 shots, you'll fail the mission. So if you're almost out of energy and you're able to hit two or three quick consecutive shots, your energy will rebound to almost full.

    But i believe that building up your energy before the fight doesn't make a difference because it goes to full when the fight starts.

    Stage 1 is the hardest. Stage 2 isn't timed and is easy if you can hit the Cidadel ramp. Stage three is just keeping a mutiball going long enough.
    Last edited by SwitchBlade; 11-27-2011 at 05:42 PM.

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    Thanks Switchblade, it makes a ton of difference when you realise the top three targets by the upper left flipper count as hits.........now I'll bet I can beat Dracula next time I get there.......

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    Quote Originally Posted by Postman View Post
    I have a question about wizard mode phase one:

    I noticed it doesn't show you how much time you have to make the 15 shots. If you build your energy up higher before starting the wizard mode, does it give you more time? Or is it a set amount each time? I got down to 3 left and drained, and timed out on another two tries
    Keep an eye on the energy meter (blue vial). It acts like a timer. It will drain quickly during phase 1, since Dracula is sucking your energy ("Your power is mine."). Every time you hit one of the 15 shots, your energy will replenish a little. It is recommended to start the wizard mode, when the energy meter is full. That way you got more time.

    The best way to fill up the energy meter is hitting the shrine hole during the day mode. Once the energy meter is full, night mode will start up instantly.

    Note: If you have acquired a few of the "dark hold chapters", you need to suppress them first before you can build up your energy.
    Last edited by shogun00; 11-27-2011 at 06:37 PM.

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    Quote Originally Posted by SwitchBlade View Post
    When the dracula fight starts, i believe your energy goes to 100% and starts draining immediately.
    No! It only gives you 50% (I've kept an eye on the vials). If you can do two quick shots to the ramps/holes, then you can get it up to 100% easily. However, it's the first few shots that usually have trouble with. As soon as I get pattern going, then I'm able to complete the phase with ease.

    If you want to start with 100% energy, then you'll need to replenish it yourself during the day mode (shine hole is the quickest).
    Last edited by shogun00; 11-27-2011 at 06:39 PM.

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    Quote Originally Posted by shogun00 View Post
    No! It only gives you 50% (I've kept an eye on the vials). If you can do two quick shots to the ramps/holes, then you can get it up to 100% easily. However, it's the first few shots that usually have trouble with. As soon as I get pattern going, then I'm able to complete the phase with ease.

    If you want to start with 100% energy, then you'll need to replenish it yourself during the day mode (shine hole is the quickest).


    EDIT:

    So i decided to play a game of Blade to see how the energy works during the Dracula fight. I'm currently fighting Dracula for the second time in my current game and i watched closely each time. This is with DRACULA spelled completely. From the daytime, i force the table into night. As it goes into night, my energy went up to 50%. When i hit the Citadel ramp and then the mission hole to start the Dracula fight. My energy rose up to a full 100%
    So i was correct when i said the energy starts at 100% when fighting Dracula. This is on the PS3 so maybe the xbox is different.
    Last edited by SwitchBlade; 11-27-2011 at 10:28 PM.

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    Quote Originally Posted by SwitchBlade View Post
    EDIT:

    So i decided to play a game of Blade to see how the energy works during the Dracula fight. I'm currently fighting Dracula for the second time in my current game and i watched closely each time. This is with DRACULA spelled completely. From the daytime, i force the table into night. As it goes into night, my energy went up to 50%. When i hit the Citadel ramp and then the mission hole to start the Dracula fight. My energy rose up to a full 100%
    So i was correct when i said the energy starts at 100% when fighting Dracula. This is on the PS3 so maybe the xbox is different.
    How odd! I just played it and forced it into night mode (with zero energy). I got 50% energy and started with Dracula with only 50%. It seems like something else is in play here.

    I'm also playing the PS3 version.

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    Quote Originally Posted by shogun00 View Post
    How odd! I just played it and forced it into night mode (with zero energy). I got 50% energy and started with Dracula with only 50%. It seems like something else is in play here.

    I'm also playing the PS3 version.
    Yes, thats odd. When I forced it into night, I had very little energy. As it went into nighttime, my energy went up to 50%. I hit the Citadel ramp, hit the mission hole, Dracula started and my energy went up to 100%. I defeated Dracula twice during this game and reached him a third time. I probably started the Dracula battle 6 or 7 times during this game and everytime with 100% energy.

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    I just learned something:

    Don't start the wizard mode with a flaming ball - it makes it much tougher to see........

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    Quote Originally Posted by Postman View Post
    I just learned something:

    Don't start the wizard mode with a flaming ball - it makes it much tougher to see........
    I found the flames made the ball very difficult to see too. But the flaming ball does give more points. Personally, I always avoided it.

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    Lightbulb LORD of LIGHT

    FLAMING BALL visual difficulties:
    Try turning off ARCADE FX in the Help & Options/Settings menu.
    This will probably turn off the flame altogether.
    The FLAMING BALL gives about 7 to 15 million extra in WIZARD MODE Phase I.

    WIZARD MODE, Phase I:
    It seems to me that there is a timer for each shot.
    I've only been successful here when shooting the RIGHT/SEWER RAMP
    and then hitting one of the DEACON FROST HOLES with the UPPER RIGHT FLIPPER at least a few times during the mode.
    This give you two hits in quick succession.
    Any method that gives you some quick ramp/orbit/hole hits should work.

    _________

    FIREBALL "LORD of LIGHT"
    by way of defeating Dracula "Lord of the Undead".

    LORD of LIGHT is also a great novel by Roger Zelazny
    Last edited by FIREBALL; 11-29-2011 at 11:35 PM.

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    Sorry if it has already been said, i read the guide but not the discussion. Anyway,there is a SECOND way to start daywalker multiball, and it's with a long combo, i think 5 shots.In this way i think you don't get the extra ball, i surely didn't get it, but maybe it was because a had already obtained all of them...but i don't think so, i think the extra ball is given for lighting the BLADE letters, not for the multiball in itself.

    Sorry for not being too precise,but it happened twice only and was surely unexpected, getting a long combo here is very difficult...and in the end the multiball doesn't pay so much, so my information is pretty useless.
    "The heart reveals what smiles betray" - Rise against

  98. #98
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    Quote Originally Posted by Zuprichy View Post
    Sorry if it has already been said, i read the guide but not the discussion. Anyway,there is a SECOND way to start daywalker multiball, and it's with a long combo, i think 5 shots.In this way i think you don't get the extra ball, i surely didn't get it, but maybe it was because a had already obtained all of them...but i don't think so, i think the extra ball is given for lighting the BLADE letters, not for the multiball in itself.
    It's already been mentioned several time already. If you do a 5-hit combo on the ramps and orbits. You will start the Day Walker multi-ball. You are also correct about lighting the extra ball. You must spell out "BLADE" to light it.

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    ok, i've played the table a lot. and have the following advice.

    the very first thing you need to do is hit that spinner to open the citadel. Collect those talismans, especially the double score one, which, as you might expect, nearly doubles your end score if you snag it early. if you enter night mode, and don't have double score talisman active, trap the ball and end it with the launch button. Playing any mode without double scoring active is a big waste.

    Once you have the citadel complete, then you can play the rest of the table. Your next order of business is collecting the extra balls. Daywalker multiball and the darkhold chapters are your best bet. Collect those next.

    Always buy the kickbacks from the workshop, unless they are both already lit.

    Stay away from that fire orbit. that flaming ball may be double score, but it's very hard to control. it's nothing like the one in fantastic four, which is much easier to deal with.

    Once you've suppressed all the darkhold chapters then the shrine gives 20 energy per shot or so in day mode, so use that to start night mode, instead of holding the launch button. it makes the other modes easier.

    Every time the ball goes up to the upper right of the field no matter what shot you just hit, hold the right flipper up for a second! this will stop drains from unexpected orbit hits, and progress you towards visions. the bumpers are actually pretty friendly in this game, do not fear them. a good 75 percent of all balls lost will be because you hit that orbit without expecting it and missed your flip, and it's all your fault. If you are expecting the ball to come, you can easily whack it, but if not it's better that the flipper be up. It's almost as bad as the loot kickout in epic quest, if you forget to hold that flipper up.

    When the ball is launched at the upper flipper from the left side of the table, simply let it bounce off. it will then dead bounce off the left flipper and right onto the right, where you can then take a shot at the citadel ramp.

    When you shoot the spinner, again usually you can let the ball dead bounce onto the right flipper for shooting the citadel with.

    If you need to shoot the citadel and the ball is on the wrong flipper, you can.

    a) in day mode, shoot the orbit and follow with a shot at the bank of holes. (they are closed in night mode)
    b) in day mode, shoot the hole on the right, which feeds the right flipper. (it feeds the left one in night mode!)
    c) shoot the treasure hunt scoop which will launch a ball at the upper right flipper. dead bounce it off it and the lower left to transfer the ball to the right flipper.
    d) shoot the spinner, dead bounce to right flipper.

    To get the ball to the lower left flipper, shoot the citadel ramp or the shrine. but in night mode, you have to start a mission to get the ball to the left flipper if you shot the citadel.

    Night hurry ups do NOT lock out district sweep, even though it unlights. they DO lock out nearly everything else.

    Feel free to skip the intro for district sweep. just pick the one with the fangs. not only that, the pic is always the same for each stage of it.

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