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Thread: Kickback, Multipliers, Ball Savers and Extra Balls

  1. #1
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    Default Kickback, Multipliers, Ball Savers and Extra Balls

    Agents

    Kickbacks: Given as a reward for skill shot. Lighting the four targets above the right outlane lights the right kickback. Lighting the four targets above the left outlane lights the left kickback.
    Multiplier: Via the three rollovers above the bumpers. Lighting all three advances it. Also can be advanced by Skill Shot.
    Ball saver:
    Extra balls: Extra Ball is given for successfully completing that partnership multiball (?).


    Biolab

    Kickbacks: Hit the left or right alien eye and hit the flashing lane.
    Multiplier: Hit the center eye and then the left mini orbit. Also available as a Mutation reward.
    Ball saver: I believe you get one from shooting the hole where you get to relaunch the ball.
    Extra balls: Method 1: Completing the lights on the "Get away" mini playfield (then shooting mutation hole to collect). Method 2: Complete the Flux Wheel mini game. Method 3: Complete Mutation mini-game 3 times. Method 4: Complete NURSERY mini-game 3 times.


    Blade

    Kickbacks: Method 1: Hit the left orbit (middle) 4 times, don't forget to hold right flipper up so ball doesn't drain. Method 2: Buy from Workshop (Kevlar vest).
    Multiplier: Method 1: Day: Save all 3 Bound Captives, hit the WS ramp or Hanibal Ramp then use top flipper to sink ball in flashing hole. Method 2: Night: Hit all 3 targets under Decon Frost. Method 3: Buy from the workshop. Tearwood dagger - $60. Tip: You can buy bonus multiplier in the shop (as posted above). If you've opened the portcullis during daylight, you can launch the ball up the left ramp to get extra bonuses (2x score, +100 points to all scores, 4 darkhold chapters, 1/2 off prices in shop). The 1/2 can make it easier to buy 2 bonus multipliers during one daylight cycle
    Ball Saver: Method 1: Buy from Workshop. Method 2: Shoot secret hole 3 times.
    Extra Balls: Method 1: Activate Daywalker Multiball. Method 2: Gather all Darkhold chapters. Method 3: Advance multipliers past 10X. NB: There's also an extra ball on "Blade" for having an "exceptionally" low score on your first 2 balls.


    Buccaneer

    Kickbacks: Light BLACK with ball saver on.
    Multiplier: Hit the bumpers for BOMB.
    Ball saver: Light BLACK.
    Extra balls: Max out multipliers and hit BOMB again.


    Captain America

    Kickbacks: Spell B-U-C-K-Y through the inlane/outlane rollovers to light the left Kickback. Repeat for Right. Kickbacks have a short grace period after being used, where they can be reused. Kickbacks are NOT RESET when a ball is lost.
    Multiplier:
    Complete the 3 round targets in the middle of the playfield to advance the multiplier. These are very hard to hit from the lower flippers. Best bet is to hit them from the upper-right flipper, or randomly in multi-ball. NB: A lit "Bonus Held" sign is a random reward when completing the Supply Drop mini-game.
    Ball Saver: A 30 second ball saver applies at the start of each Ball. A temporary ball saver is one of the random awards when completing the Supply Drop mini-game. Some modes (e.g. Archives and Multiballs) will activate temporary Ball Saver (10 secs?).
    Extra Balls: Complete the 3 Bonus Multiplier targets one more time after X10. The extra ball light will be lit at the Howlers sink hole. Extra ball is a random award in the Supply Drop mini-game. This is awarded automatically at the completion of the mini-game. If you gain the Bucky Commando, and have him activated, there is a 30% chance that Bucky will ball-save on a drain. NB: The "shoot again" sign does not light when Bucky saves you, and no sound effect is played! The ball will be relaunched, and a DMD notice will be presented. It is possible for Bucky to save you repeatedly on the same ball.


    Earth Defence

    Kickbacks: Cannon serves as left kickback. Hit the middle lane of the left flipper lanes followed by a right orbit shit. Right kickback: Save the "red lady". Hit any of the 3 red lady targets and hit the randomly lit ramp thereafter. Or either one as a reward for a skillshot.
    Multiplier: Light the 3 reinforcement targets in the middle.
    Ball saver: Perform a rage combo. (2 left orbits in quick succession followed by a spiral flyover shot).
    Extra balls: Save the red lady 3 times with 1 ball and hit the cannon.


    Epic Quest

    Kickbacks: Given out through various random rewards (Bat mission, Skeleton mission, Loot Hole, rollovers).
    Multipliers: Hit the SMASH target mulitple times until the ball goes into the hidden hole behind it. That hidden hole advances the multiplier. Note: You may have to spell out SMASH with the rollovers before you can hit the target, but I can't confirm this.
    Ball Saver: Defeat a monster and lock a ball into the Princess Wheel.
    Extra Balls: Method 1: Have a ball land in the "Extra Ball" slot on the princess wheel. Once the multiball starts, the two extra ball rollover outlanes will be lit. Method 2: Random reward from Bat Mission. Hit the left ramp 6 times to start the mission. Hit the forest loop to complete mission. Method 3: Random reward from Skeleton Mission. Hit the right ramp 10 times to start the mission. Once the multiball ends, the random award is given and can be collected from the lit elemental scroll hole.


    Excalibur

    Kickbacks: Lancers, side of excal ramp, red targets.
    Multiplier: Holy grail quest and renown quest.
    Ball Saver: First hit the Quest Mission hole when there is no mission lit. When the ball is dropping down hit it with the top flipper in the direction of the "Holy Grail" target. A skillshot will grant you a fairly long ball save. A "nice try" will give you a shorter lasting one. This shot is all about timing.
    Extra Balls: Method 1: Complete the 'Marching To Battle' mode and then shoot the Quest mission hole, a fairly easy shot off the end of the right flipper, to collect the extra ball. Method 2: Completing the 3rd Level of the Joust (Expert) lights the mission hole for an extra ball. Method 3: Successfully complete "Expel the invaders" side mission and then defeat the knight. Collect extra ball from the quest hole.
    NOTE: Lighting DUB letters gives a random reward, can be light extra ball, 500,000 points, increase multiplier or ball save.


    Extreme

    Kickbacks: Light up (the inlane/outlanes) INDY to activate the kickbacks.
    Multiplier: Light the three dots above the upper bumpers.
    Ball saver: Method 1: Bungee Jump (Which does not expire until it is triggered) is activated by hitting the Ollie Ramp which will then light the Bungee Jump light/Entry Ticket Hole on the lower table. Hit the Entry Ticket/Bungee Jump hole within 30 seconds to claim it. Bungee Jump will save the ball for sixty seconds in which you must hit the Ollie ramp. If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball. Method 2: The second (timed) ball saver is activated by lighting INDY after lighting the kick backs.
    Extra balls: Complete Extra Ball Adventure. There are two ways to activate this. The first is to advance the multiplier lanes on the upper board to 10x. The second is a random award for completing the TAG lanes on the upper board.


    Fantastic Four

    Kickbacks: Light the Letters FORCE FIELD, once for each side.
    Mulitplier: Rollover the FOUR targets at the top of the table above the bumpers. I'm a little confused with this one because there appears to be two sets of the word FOUR which light up independantly. (?)
    Ball Saver:
    Extra Balls: Method 1:Complete a Super Combo by hitting ramp and orbit shots then hit the EB target. Method 2: Get a 10x Bonus then do the multiplier lights once more to unlock the EB target, then hit it.
    NOTE: You can also recieve random gifts from The Thing (hit the bumpers 40 times). It can be a ball saver, 1m, 2m, 5m or 10m, bonus held, 10x multiplier, lock is lit (multiball), extra ball is lit, extra ball and occasionally, absolutely nothing. (Anything else I'm missing?).


    Ghost Rider

    Kickbacks: Hit the kickback target twice (near the skill shot loop) to light up the left kickback. Make three complete orbit shots to light up video mode (right kickback).
    Multipliers: Spell out VROOM on the rollovers.
    Ball Save: It turns on during some of the modes, but there is no way to turn it on for a long period of time at will.
    Extra Balls: Method 1: Spell JUMP by making 4 laps around the top playfield. Method 2: Random Award from Lucifer. Method 3: During the Video Mode you sometimes come across it upon successful completion. Method 4: Max out the Ball Out Multiplier. Method 5: After lighting video mode make a further 2 orbit shots to light 2 a 15 second super skill shot and collect via the right ramp which sends ball to the plunger. Use only a tiny bit of strength to get the ball in the bottom hole. It rewards you multiplliers held the first time, rinse and repeat to light extra ball and collect from Lucifer hole. You can get 5 extra balls per regular ball on this table, 18 in all
    Last edited by Flynn74; 02-17-2012 at 10:36 PM.

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    Ironman

    Kickbacks: Light THRUST Letters. THR for left and UST for right.
    Multiplier: Light the 3 lanes above the upper bumpers.
    Ball Saver: Hit the save letters next to the mission hole and the left ramps/orbit.
    Extra Balls: Advance the multiplier to 10x and then shoot the Science Award ramp to collect.


    Mars

    Kickbacks: Light the three rollover yellow symbols near the main flippers (3 on the left and 3 on the right).
    Multipliers: Light the three rollovers above the bumpers.
    Ball Save: 5 targets, 2 on the left ramp, 2 on the right ramp and the final one is to the right of the mission hole and left of the satellite hole.
    Extra Balls: Get to 10x multiplier then hit the mini-orbit.


    Moon Knight

    Kickbacks: Hit the spinning target on either the left (under the car) or right (next to the orbit) side, then sink the ball into the hole behind it. This will light up the kickback target/magnet in the center (next to the right ramp). Hit the target/magnet to collect. Rinse and repeat to light up the other one.
    Multipliers: Hit the center orbit five times, when the "mission" hole is not lit.
    Ball Save: After lighting up the two kickbacks. Repeat the process (see kickback) again to get the ball save.
    Extra Balls: Method 1: Max out the multiplier. Method 2: When Ball Save is activated do the process (see kickback) one more time. Method 3: Light up all of the torches with the flame ball. NB All Extra balls can be collected from centre target/magnet.


    Ms Splosion Man

    Kickbacks: Hit the mini orbit twice to activate left treadmill, repeat for right treadmill.
    Multipliers:
    Ball Save:
    Extra Balls: Method 1: 10x multiplier (plus one). Method 2: Combos. Method 3: Kicker Combo. Method 4: Zip Line Random Award. Method 5: Splosion Surprise Award. Method 6: Directional Cannon Surprise Award. Note: You can only get an extra ball once for each of these methods.


    Nightmare Mansion

    Kickbacks: Light CAT letters.
    Multiplier: Light BAT letters.
    Ball saver: Light CROW letters.
    Extra balls: Method 1: 1,250,000 Witches Score earns you an extra Ball. Method 2: Get 10x multiplier with the BAT lanes & then complete the BAT lanes 1 more time. In total, you would need to complete the bat lanes 6 times to get the extra ball this way.


    Paranormal

    Kickbacks: The left kickback can be activated from 2 different targets near the Chupacabra. There is no right kickback. Only video mode can prevent the right outlane.
    Multplier: Score above a certain threshhold (300,000?) with a single shot at the bumpers. Also a reward from cube.
    Balll Saver: Method 1: Spell FEAR from inlanes and outlanes. Method 2: A 30 sec or 1 minute ball savers are rewards from cube.
    Extra Balls: Method 1: Clear the whole Haunted mansion, return there and hit the orbit in upper part of the playfield. Method 2: Get the reward 'light extra ball' from cube, return there and get the extra ball. Method 3: Hit Nessie 3 times to light extra ball at the right-most sinkhole (left of the main ramp). Method 4: Advance the multipliers when they're already maxed to light extra ball at the right-most sinkhole. Magna save: Hit all paranormal holes once in main playfield.


    Pasha

    Kickbacks: Light the GENIE letters once for right (Yellow letters) kickback and again for left (Blue letters).
    Multiplier: Hit the 2 targets just left of the shot where you start a tale.
    Ball saver: Hit the three targets just above the oasis. "The magic of true love protects you."
    Extra balls: Method 1: Complete the Elixir of Life multiball. Method 2: Get all compasses and get to the Oasis to complete "advance to next town" mission 3 times.


    Rocky & Bullwinkle

    Kickbacks: Light CAKE when ball saver is activated for the Left Kickback. Get 100 spins on the spinner to earn the Right kickback.
    Multiplier: Light HIT letters.
    Ball Saver: Light CAKE letters.
    Extra Balls: Method 1: Advance mutliplier to 10x by completing HIT lanes above bumpers. Complete HIT lanes an additional time to active Extra Ball hole (Left of HIT lanes - Extra Ball/Top Hat/Start Aesop Tale). If you drain before collecting the extra ball it is still available on the next ball. Method 2: Achieve a score of 200M.
    Method 3: Random Reward for a certain amount of slingshot (25), spinner (300) and mushroom bumper (100) hits.


    Rome

    Kickbacks: Light all the letters of ARMA, once for left and again for right.
    Multiplier: Vini Vidi Vichi, use the scale for ease of access.
    Ball Saver: Bumpers, spell SCUTUM.
    Extra Balls: Method 1: Complete a Supercombo using CONQUER ramps and/or orbits and then hit one more to activate extra ball. Hit the Janus head (Garrison mission hole) to collect. Method 2: Also random award from Mock Warfare.


    Secrets Of The Deep

    Kickbacks: Lower left mini-orbit at top of screen = left kickback (magna-save), upper left mini-orbit for right, can be stacked up to 3.
    Multiplier: Hiting the lit fish/animal on the right (very hard) then completing the mini game.
    Ball saver: Method 1: Locking a ball for Abyss multi-ball. method 2: Hit one of the species targets on the lower right playfield. Method 3: Complete a Mine Chaos multiball big charge detonation (2 shot ramp combo). Method 4: During Shark Attack multiball, land a shot into the sharks mouth.
    Extra balls: Method 1: Complete DIVE mission and hit ball in side mission (DMD game) hole. Method 2: Beating level 3 of any DMD mini-game; Method 3: Collecting 5 samples in a row.


    Socerer's Lair

    Kickbacks: Light the GHOST letters. Once for the left trap door, repeat for the right.
    Multipliers: Light the GOO Letters
    Ball Save: Method 1: Ball Save is activated by hitting the Upper Left Playfield Ramp using the Small upper left flipper 4 times. Method 2: You also activate Ball Save the first two times that you lock a ball for either of the two main multiballs (the third time starts the multiball).
    Extra Balls: Method 1: Method 1: Complete a 6-way combo. Method 2: Random Award from Whisper's hideout (Hit Whisper's hole 4 times). Method 3: 10x bonus multiplier. Method 4: 10 combo shots for Elusion Mastery (left orbit and then ghost ramp with top right flipper). Extra ball is collected by shooting the ramp on the upper left playfield when lit. Each extra ball can be achieved more than once during a game but only once per original ball.


    Speed Machine

    Kickbacks: See Ballsaver.
    Multiplier: Hit the three targets under the Race Hole
    Ball Saver: Light the Gears, which replace letters on this table. The small blue circles beside the lower flippers.
    Extra Balls: Start Night Run Multiball and hit the lits ramps/orbits at least 9 times. (You complete the mission by hitting them 14 times). There is a RANDOM Extra Ball given out for hitting any lit ramp between shot 9 and 14. But it IS Random and sometimes is NOT given out at all.


    Spider-man

    Kickbacks: Light THWIP letters. Once for left and again for right.
    Multiplier: Hit the bumpers 25 times after 10x you get spider strength (100k bumpers)
    Ball Saver: Method 1: Light the letters P & D of SPIDEY. Lighting D gets you the Super Ball Saver. Method 2: Light the THWIP letters 3 times.
    Extra Balls: Method 1: Hit all 3 Doc Oc ramps, in any sequence. Complete this 3 times for the extra ball.
    Method 2: Light SPIDEY letters by hitting the left orbit. I think you have to hit it 5 times for each letter.


    Street Fighter II

    Kickbacks: Hit the wall on the far right at the right spot.
    Multiplier: Light SF above the upper bumpers.
    Ball Saver: Light YOGA letters.
    Extra Balls: Barrel breaking, its in the rule sheet and bumper hit, dizzy zangief.


    Thor

    Kickbacks: Light FROST for Left and GIANT for Right (In/Out Lane rollovers).
    Multipliers: 2x increment for every 10 GOLDEN APPLES you collect.
    Ball Save: Hit the three SIF letters.
    Extra Balls: Method 1: Random award from ODIN'S GIFT (behind URU - Serpent Ramp). You have to complete a certain combo to activate the lightning on the ramp. Method 2: increment Multiplier past 10x by collecting a total of 60 GOLDEN APPLES



    HUGE thanks to Logic FTW, jop87, shogun00, OzV1, rapierdwit, dvergilio, steviej, heathenSauce, IndyRC_Racer, Nekro Nekro, ZipperFlipper, UranusIsBroken, Womble, Cloda, baseballprodigy16, Oskari14, fedire and FIREBALL. Please feel free to add to this guide or point out any errors or incorrect info.
    Last edited by Flynn74; 02-17-2012 at 10:43 PM.

  3. #3
    Senior Member Vincent's Avatar
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    Third part (by Flynn74)

    Wolverine

    Kickbacks: Light HEAL letters and shooting the two bumpers on the far right.
    Multiplier: Light the two lights above the sentinel bumpers.
    Ball saver: Light SNIKT letters for claw save. This is essentially an unlimited extra ball. ALWAYS try to have it activated. When you have HEAL/Regeneration activated and you drain, the ball will come back into play and you have 15 seconds to hit the left (BOND) ramp. The points reward will increase the more times you complete this.
    Extra balls: Method 1: Max out multiplier and light multiplier lights again Method 2: Regenerate by shooting the Hand Ninja ramp. Method 3: Start fastball special 3 times on same ball. NOTE: This will also work on a "shoot again" ball. You can get up to 5 extra balls per ball using the fastball special method.


    X-Men

    Kickbacks: Activate Nightcrawler for 3x left kickbacks. Jean Grey for 3x right kickbacks. These can be reactived but only after collecting all the X-Men. X-Men are collected by lighting all of the letters of Unite Ramp or using Xavier's Gift (this gives you a longer time to hit the required target). When you play the missions to light up the letters M (Bridge Attack, Phoenix in Peril, Magnetic Frenzy and Capturing Magneto) and N (Mystique, The Blob and Juggernaut) is possible to hit the bullseye targets to light up one of the kickbacks. Rinse and repeat to light up the other one.
    Multipliers: Light the HANK letters to advance multiplier
    Ball Save: Method 1: Complete a 5 way Combo. Method 2: Gather Wolverine by lighting the UNITE left ramp or Xavier's Gift - in either case you have a set amount of time to hit the left orbit.
    Extra Balls: Method 1: Complete Cyclops mult-ball and get both balls into Magneto hole within 4 seconds of each other. Method 2: Collect Xavier's Gift but don't shoot the UNITE ramp, keep going for Xavier's Gift. Instead of lighting the letters it gives you a certain % towards an extra ball. Repeat as necessary. Method 3: Defeat Magneto in the Final Clash. Method 4: Complete one of the levels of Bioscan (I forget which one). NB All extra balls are collected from the Final Clash hidden sinkhole.
    Last edited by Vincent; 02-17-2012 at 10:57 PM.

  4. #4
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    Quote Originally Posted by Flynn74 View Post
    For instance:

    Spider-man

    Kickbacks: Light the THWUMP letters. THW for left and UMP for right.
    Multiplier: Hit the bumpers 25 times after 10x you get spider strength (100k bumpers) you can also get SS from the orbits fourth letter i believe after 1M jumps
    Ball Saver: Spidey letters 2nd letter
    Extra Balls: Method 1: Hit all 3 Doc Oc ramps, in any sequence. Complete this 3 times for the extra ball.
    Method 2: Light the SPIDEY letters by hitting the left orbit. I think you have to hit 5 times for each letter. Lighting the last letter gets you the extra ball.


    Ironman

    Kickbacks: Light the THRUST Letters. THR for left and UST for right
    Multiplier:
    Ball Saver:
    Extra Balls:


    Rome

    Kickbacks: Light all the letters of ARMA, once for left and again for right
    Multiplier: Vini Vidi Vichi, use the scale for ease of accsess
    Ball Saver: Bumpers, spell SCUTUM
    Extra Balls: Complete a Supercombo using CONQUER ramps and/or orbits and then hit one more to activate extra ball. Hit the Janus head (Garrison mission hole) to collect. Also random award from mock warefare.

    Speed Machine

    Kickbacks:
    Multiplier:
    Ball Saver: Light the Gears, which replace letters on this table. The small blue circles beside the lower flippers.
    Extra Balls:


    Rocky & Bullwinkle

    Kickbacks:
    Multiplier:
    Ball Saver: Light the CAKE letters
    Extra Balls:


    Street Fighter II

    Kickbacks:
    Multiplier:
    Ball Saver: Light the YOGA letters
    Extra Balls: Barral breaking, its in the rule sheet and bumper hit, dizzy zangief


    Excalibur

    Kickbacks:Lancers, side of excal ramp, red targets.
    Multiplier:Holy grail quest and renown quest.
    Ball Saver: DUB special reward although I'm not sure this is the only way
    Extra Balls: Complete the 'Marching To Battle' mode and then shoot the Quest mission hole, a fairly easy shot off the end of the right flipper, to collect the extra ball.

    Like I said, it's a work in progress. When I have more time I'll look through the guides already available and put the relevant info here.

    Blade
    Kickbacks: Hit the left orbit (middle) 4 times, don't forget to hold right flipper up so ball dosent drain. Buy from workshop (Kevlar vest)
    Multiplier: Day: Save all 3 Bound Captives, hit the WS ramp or Hanibal Ramp then use top flipper to sink ball in flashing hole. Night: Hit all 3 targets under decon frost.
    Ball Saver: Buy from workshop.
    Extra Balls: Activate Daywalker MB. Gather all darkhold chapters. Advance Multipliers past 10X


    Theres ones I've added off the top of my head.
    Last edited by Logic_FTW; 03-21-2011 at 01:25 PM.

  5. #5
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    Spider-man

    Kickbacks: Light the THWIP letters. THW for left and IP for right.
    Multiplier: Hit the bumpers 25 times after 10x you get spider strength (100k bumpers) you can also get SS from the orbits fourth letter i believe after 1M jumps
    Ball Saver: Spidey letters 2nd letter and lighting twhip for the 3rd time
    Extra Balls: Method 1: Hit all 3 Doc Oc ramps, in any sequence. Complete this 3 times for the extra ball.
    Method 2: Light the SPIDEY letters by hitting the left orbit. I think you have to hit 5 times for each letter. Lighting the last letter gets you the extra ball.


    Ironman

    Kickbacks: Light the THRUST Letters. THR for left and UST for right
    Multiplier: light the 3 lanes above the upper bumps
    Ball Saver: hit the save letters next to the mission hole and the left ramps/orbit
    Extra Balls:


    Rome

    Kickbacks: Light all the letters of ARMA, once for left and again for right
    Multiplier: Vini Vidi Vichi, use the scale for ease of accsess
    Ball Saver: Bumpers, spell SCUTUM
    Extra Balls: Complete a Supercombo using CONQUER ramps and/or orbits and then hit one more to activate extra ball. Hit the Janus head (Garrison mission hole) to collect. Also random award from mock warefare.

    Speed Machine

    Kickbacks: see ball saver
    Multiplier: hit the 3 targets under the race hole
    Ball Saver: Light the Gears, which replace letters on this table. The small blue circles beside the lower flippers.
    Extra Balls:


    Rocky & Bullwinkle

    Kickbacks: Light CAKE when u have ball saver
    Multiplier: light the HIT letters
    Ball Saver: Light the CAKE letters
    Extra Balls: reset the ramp score


    Street Fighter II

    Kickbacks: hit the wall on the far right at the right spot
    Multiplier: light SF above the upper bumpers
    Ball Saver: Light the YOGA letters
    Extra Balls: Barral breaking, its in the rule sheet and bumper hit, dizzy zangief


    Excalibur

    Kickbacks:Lancers, side of excal ramp, red targets.
    Multiplier:Holy grail quest and renown quest.
    Ball Saver: DUB special reward although I'm not sure this is the only way. And land a skill shot after shooting the left hole.
    Extra Balls: Complete the 'Marching To Battle' mode and then shoot the Quest mission hole, a fairly easy shot off the end of the right flipper, to collect the extra ball. Also, if u complete the upper playfield minigames defeat the knights and defeat the boss in succession.
    DUB gives a random reward, can be extra ball, 500,000 points, increase multiplier or ball save.

    Blade
    Kickbacks: Hit the left orbit (middle) 4 times, don't forget to hold right flipper up so ball dosent drain. Buy from workshop (Kevlar vest)
    Multiplier: Day: Save all 3 Bound Captives, hit the WS ramp or Hanibal Ramp then use top flipper to sink ball in flashing hole. Night: Hit all 3 targets under decon frost.
    Ball Saver: Buy from workshop. Or shoot secret hole 3 times
    Extra Balls: Activate Daywalker MB. Gather all darkhold chapters. Advance Multipliers past 10X

    Biolab:
    Kickbacks: Hit the left or right alien eye and hit the flashing lane
    Multiplier: hit the center eye and the left mini orbit after
    Ball saver: I believe u get one from shooting the hole where u get to relaunch the ball.
    Extra balls:

    Pasha:
    Kickbacks: hit the ...... letters once for right kickback and twice for left
    Multiplier: hit the 2 targets just left of the shot where u start a tale
    Ball saver: hit the three targets just above the oasis
    Extra balls: complete the elixir of life multiball

    Extreme:
    Kickbacks:
    Multiplier: Light the three dots above the upper bumpers
    Ball saver:
    Extra balls: Complete extra ball adventure

    Nightmare mansion:
    Kickbacks: light CAT letters
    Multiplier: light the BAT letters
    Ball saver: light the CROW letters
    Extra balls:

    Wolverine:
    Kickbacks: Light HEAL and shooting the two bumps on the far right
    Multiplier: Light the two lights above the sentinel bumps
    Ball saver: Light snikt for claw save
    Extra balls: Max out multiplier and light multiplier lights again. or regenerate by shooting the hand ninja ramp.

    Buccaneer:
    Kickbacks: Light BLACK with ball saver on
    Multiplier: hit the bumpers for BOMB
    Ball saver: Light BLACK
    Extra balls: max out multipliers and hit BOMB again.

    Secrets of the deep:
    Kickbacks:
    Multiplier:
    Ball saver:
    Extra balls:

  6. #6
    Senior Member shogun00's Avatar
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    Quote Originally Posted by jop87 View Post
    Ironman
    Kickbacks: Light the THRUST Letters. THR for left and UST for right
    Multiplier: light the 3 lanes above the upper bumps
    Ball Saver: hit the save letters next to the mission hole and the left ramps/orbit
    Extra Balls:
    Extra Balls: Advance the multiplier to 10x and then shoot the Science Award ramp to collect.

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    Wolverine:
    Kickbacks: Light HEAL and shooting the two bumps on the far right
    Multiplier: Light the two lights above the sentinel bumps
    Ball saver: Light snikt for claw save
    Extra balls: Max out multiplier and light multiplier lights again. or regenerate by shooting the hand ninja ramp. Start fastball special 3 times on same ball. NOTE- This will also work on a "shoot again" ball.

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    I know 2 of biolabs xtra balls. one is from completing the lights on the "Get away" mini playfield (then shooting mutation hole to collect) the other is from completing the flux wheele mini game. I think there is one more, I'll have to comb throuh Blue's guide. Mabey it's a mutation?

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    Quote Originally Posted by OzV1 View Post
    Wolverine:
    Kickbacks: Light HEAL and shooting the two bumps on the far right
    Multiplier: Light the two lights above the sentinel bumps
    Ball saver: Light snikt for claw save
    Extra balls: Max out multiplier and light multiplier lights again. or regenerate by shooting the hand ninja ramp. Start fastball special 3 times on same ball. NOTE- This will also work on a "shoot again" ball.
    I think you light the extra ball on 10x on Wolverine. It is possible to get 10x, get the extra ball and NOT max out the multiplier (and thus carry it over to the shoot again), lose the ball and then get 10x on the extra ball to earn another extra ball.

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    Quote Originally Posted by rapierdwit View Post
    I think you light the extra ball on 10x on Wolverine. It is possible to get 10x, get the extra ball and NOT max out the multiplier (and thus carry it over to the shoot again), lose the ball and then get 10x on the extra ball to earn another extra ball.
    Yes, getting the extra ball from the 10x multiplier is the easiest way for extra balls on this table.

    I think I get what your saying and I am pretty sure if you miss the "hold multiplier" but get the extra ball you are still unable to get an extra ball through 10x multiplier till your next ball (ball 2 not the "shoot again" ball)

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    Thanks for the feedback and info peeps. When this guide is complete can we make this a sticky thread beside the other guides please?

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    Quote Originally Posted by OzV1 View Post
    Yes, getting the extra ball from the 10x multiplier is the easiest way for extra balls on this table.

    I think I get what your saying and I am pretty sure if you miss the "hold multiplier" but get the extra ball you are still unable to get an extra ball through 10x multiplier till your next ball (ball 2 not the "shoot again" ball)
    Ah, Ok. I know I have gotten the 10x, hit the saucer to earn the extra ball (Shoot Again) and drained before holding the multiplier. I then started working up the multiplier on the Shoot Again ball. I was assuming that you could then work it up to 10x on the Shoot Again ball and earn another extra ball but I have never done it in practice.

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    Pasha:
    Kickbacks: hit the ...... letters once for right kickback and twice for left
    Multiplier: hit the 2 targets just left of the shot where u start a tale
    Ball saver: hit the three targets just above the oasis
    Extra balls: complete the elixir of life multiball, get all compasses and get to the Oasis to complete "advance to next town" mission 3 times

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    Earth Defence

    Kickbacks: Cannon serves as left kickback. Hit the middle lane of the left flipper lanes followed by a right orbit shit. Right kickback: Save the "red lady". Hit any of the 3 red lady targets and hit the randomly lit ramp thereafter. Or either one as a reward for a skillshot.
    Multiplier: Light the 3 reinforcement targets in the middle
    Ball saver: Perform a rage combo. (2 left orbits in quick succession followed by a spiral flyover shot)
    Extra balls: Save the red lady 3 times with 1 ball and hit the cannon.
    Last edited by steviej; 03-23-2011 at 09:44 PM.

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    Nightmare Mansion - - 1,250,000 Witches Score earns you an extra Ball.
    (There is a second way tied to multi-ball and, I believe Jackpots and Super Jackpots collected but I can't say for sure.)

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    How is the Witches score advanced on NM? Can you just spam the left orbit, or do you have to alternate the orbits?

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    Quote Originally Posted by Womble View Post
    How is the Witches score advanced on NM? Can you just spam the left orbit, or do you have to alternate the orbits?
    Witches Score has no requirement of alternating lanes like the Combos do. So, yes, you could just spam the left orbit.

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    I thought this thread was a great concept, I would love to see it filled out to completion and I think it deserves to be included in the strategy guide section.

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    Thanks buddy, so great that all you guys helped out. I need to get motivated and fill in the info all ready available in the guides. SoTD for one and then play a bit of the other tables that are blank. Not now though, I have to take down WildMateus's and my mates score of 1.5B on spider-man. :-)

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    1 method of advancing the multiplier on Blade you don't have listed yet, buy from the workshop. Tearwood dagger - $60

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    Nightmare Mansion - another way to get an extra ball is to get 10x multiplier with the BAT lanes & then complete the BAT lanes 1 more time. In total, you would need to complete the bat lanes 6 times to get the extra ball this way.

    Blade - bonus multiplier
    - You can buy bonus multiplier in the shop (as posted above). If you've opened the portcullis during daylight, you can launch the ball up the left ramp to get extra bonuses (2x score, +100 points to all scores, 4 darkhold chapters, 1/2 off prices in shop). The 1/2 can make it easier to buy 2 bonus multipliers during one daylight cycle

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    Agents

    Kickbacks: Given as a reward for skill shot,
    Multiplier: Via the three rollovers above the bumpers. Lighting all three advances it. Also can be advanced by Skill Shot reward.
    Ball saver:
    Extra balls:

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    Anyone want to confirm or deny these findings?

    Agents

    Kickbacks: Given as a reward for skill shot, Lighting the four targets above the right outlane lights the right kickback. Lighting the four targets above the left outlane lights the left kickback.
    Multiplier: Via the three rollovers above the bumpers. Lighting all three advances it. Also can be advanced by Skill Shot reward.
    Ball saver:
    Extra balls: Extra Ball is given for successfully completing that partnership multiball (?).

    Come on guys, Over 200 people have outscored me on this table and I have only had it since Jan, someone must know something about it.

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    Rocky And Bullwinkle
    Kickback: Get 100 spins on the spinner to earn a right kickback

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    Secrets of the deep

    Kickbacks: left mini-orbit at top of screen = left kickback (magna-save), same for right, can be stacked up to 3.
    Multiplier: Hitting the lit fish/animal on the right (very hard) then completing the mini game
    Ball saver:
    Extra balls: D.I.V.E.; Beating level 3 of any DMD mini-game; Collecting 10 samples in a row

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    Just a thought... It'd be nice if the original poster would take the input from the posters below, and update his original post so all information is contained at the top of the screen. Would eliminate the need to scroll down and have to search. Also, any way this thread can be stickied?

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    Quote Originally Posted by UranusIsBroken View Post
    Just a thought... It'd be nice if the original poster would take the input from the posters below, and update his original post so all information is contained at the top of the screen. Would eliminate the need to scroll down and have to search. Also, any way this thread can be stickied?
    I have been doing that buddy. All except for the last couple of posts. If I have missed anything else, feel free to point it out. What can I say, I've been busy with work and pinball addiction ;-)

    Updating the last couple of posts now.

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    Quote Originally Posted by IndyRC_Racer View Post
    Nightmare Mansion - another way to get an extra ball is to get 10x multiplier with the BAT lanes & then complete the BAT lanes 1 more time. In total, you would need to complete the bat lanes 6 times to get the extra ball this way.
    Not to say this is wrong but, once again, last night I got an extra ball after my 1,250,000 Witches score and before 2,500,000 Witches Score. (so it was not an Extra Ball from that method). The Multiplier at X6 and I hit a bat lane during multiball.

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    Yay! I get to contribute something to this compilation that no one else has mentioned! LOL

    Excalibur: Completing the 3rd Level of the Joust (Expert) lights the mission hole for an extra ball. :-p Yes, I actually completed that sucker. Very gratifying experience.

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    Added. ;-)

    Do you think I should start a new thread and title it: The (almost) complete guide to kicbacks, multipliers, ballsavers and extra balls? I could get one of the admins to delete this thread and hopefully make the new one a sticky. Again, cheers for all the help, everyone.

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    Quote Originally Posted by Flynn74 View Post
    Added. ;-)

    Do you think I should start a new thread and title it: The (almost) complete guide to kicbacks, multipliers, ballsavers and extra balls? I could get one of the admins to delete this thread and hopefully make the new one a sticky. Again, cheers for all the help, everyone.
    Whats wrong with this one? It has all (or most) of the info it says in the title. The only tables missing stuff are really the older ones that not as many people are interested in. If you want to make another one, thats cool, just saying there is nothing wrong with this one. Its a handy reference.

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    Cool mate, you're probably right.

    On another note, I just found another way to get an extra ball on Excalibur. Successfully complete "Expel the invaders" side mission and then defeat the knight. Collect extra ball from the quest hole.

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    Quote Originally Posted by Flynn74 View Post
    Cool mate, you're probably right.

    On another note, I just found another way to get an extra ball on Excalibur. Successfully complete "Expel the invaders" side mission and then defeat the knight. Collect extra ball from the quest hole.
    From what i can tell, with Excalibur, the rewards for completing a quest/mission can vary. I know I have gotten an extra ball via this method also. I then did it another time and did not get it as a reward. HOWEVER, it might just be that I did this mission during a "shoot again" ball and could not get another extra ball. I need to video my damn games and do a guide to sort it all out.

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    I've had the extra ball twice now from this method. Maybe you already had your maximum of 2 extra balls when you completed 'Expel the invaders'?

    Getting more and more into Excalibur recently. Great table.

    Edit: Another method I just discovered for an extra ball. The light lit after I had the Merlin multiball going for a while. I was too concerned with keeping the balls alive to notice how I did it, unfortunately.
    Last edited by Flynn74; 04-19-2011 at 10:48 AM.

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    Quote Originally Posted by Flynn74 View Post
    I've had the extra ball twice now from this method. Maybe you already had your maximum of 2 extra balls when you completed 'Expel the invaders'?

    Getting more and more into Excalibur recently. Great table.

    Edit: Another method I just discovered for an extra ball. The light lit after I had the Merlin multiball going for a while. I was too concerned with keeping the balls alive to notice how I did it, unfortunately.
    I got an extra ball playing with Merlin (Hmmm, I think that is poor wording ), I think it came from a random award spelling DUB though, I think that might be how you came by yours.

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    A bump in hopes someone will fill in the Mars info

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    Quote Originally Posted by rapierdwit View Post
    A bump in hopes someone will fill in the Mars info
    Kickbacks: 3 left roll overs next to the left flipper and the 3 right side ones for the other side.
    Multiplier: The 3 lights above the bumpers.
    Ball Saver: 5 targets, 2 on the left ramp, 2 on the right ramp and the final one is to the right of the mission hole and left of the sattelite hole.
    Extra Balls: Get to 10x multiplier then hit the mini-orbit.

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    Quote Originally Posted by rapierdwit View Post
    A bump in hopes someone will fill in the Mars info
    I think blue just did a comprehensive table guide for Mars. Might be able to rip off some information from that.

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    Thumbs up

    The only thing that's missing now is the relevant info for Speed Machine and Extreme. There are most likely multiple ways of earning these rewards on all the tables so please keep adding to this if you find a method that isn't already covered. This is quite close to being finished now. Good work guys!

    Admins: Can this thread be stickied please or added to the strategy and guides section?
    Last edited by Flynn74; 04-22-2011 at 06:22 PM.

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    There's also an extra ball on "Blade" for having an "exceptionally" low score on your first 2 balls. And who here still dares to claim that pinball is unforgiving?

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    Just a quick clarification, Agents does not award an extra ball for partnership multi-ball. If there is an extra ball on this table, I do not know how to activate it.

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    Quote Originally Posted by heathenSauce View Post
    Just a quick clarification, Agents does not award an extra ball for partnership multi-ball. If there is an extra ball on this table, I do not know how to activate it.
    Heathen is correct it was a theory I was working that I disproved. There is an extra ball, I have earned it just have to track what I did, at the time I did it was a partnership multiball but it was not from beating it.

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    Quote Originally Posted by rapierdwit View Post
    Heathen is correct it was a theory I was working that I disproved. There is an extra ball, I have earned it just have to track what I did, at the time I did it was a partnership multiball but it was not from beating it.
    Yeah. And we both know how well YOU "track" what you do. LOL It's a miracle you've been able to even put a guide together, much less two.

    While I'm laughing at you....

    I just bested my Excalibur score. Posted the 10th best score ever...only to find that my internet connection bombed and the score could not be posted to the leaderboard. 444K down the drain.

    You me now laugh at ME. LOL

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    Quote Originally Posted by Flynn74 View Post
    The only thing that's missing now is the relevant info for Speed Machine and Extreme. There are most likely multiple ways of earning these rewards on all the tables so please keep adding to this if you find a method that isn't already covered. This is quite close to being finished now. Good work guys!

    Admins: Can this thread be stickied please or added to the strategy and guides section?
    While you bring this up, I'd like to request the "strategy guide" sticky, be renamed "table guide...." A table guide is a detailed description of a table's features, lay out, and modes with basic information about how to trigger everything and what does what.

    A "strategy guide", to me, would suggest a guide that would contain things such as scoring information (what on the table gives you "X" number of points), methods of attacking the table for maximum scoring, and how to hit specific shots.

    Personally, I've seen many well put together table guides on this site, but quite frankly, I don't think the strategic aspect of most tables has really been delved into but sparingly. Now, I'm sure some folks might not be too forthcoming with information that could provide others with the ammunition needed to take down their own scores, but, I'd be more than willing to share what tips and tricks I have (and I admit, they're few LOL).

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    Quote Originally Posted by UranusIsBroken View Post
    Yeah. And we both know how well YOU "track" what you do. LOL It's a miracle you've been able to even put a guide together, much less two.

    While I'm laughing at you....

    I just bested my Excalibur score. Posted the 10th best score ever...only to find that my internet connection bombed and the score could not be posted to the leaderboard. 444K down the drain.

    You me now laugh at ME. LOL
    Should update next time you play Excalibur when connected.

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    Quote Originally Posted by rapierdwit View Post
    Should update next time you play Excalibur when connected.
    :-( No such luck.

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    Quote Originally Posted by UranusIsBroken View Post
    :-( No such luck.
    Man, that sucks! I know how hard you rock this table, I would freak if I hit a score like that and it would not post! I broke my Nightmare Mansion score the other night by over 100m and the power went out before I finished...Not a happy camper.

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    When I first signed on to live about two week ago, none of my scores were correct on-line - quite embarrassing as I pointed out certain achievements in the add friends thread (you won't see it there any more - I learned my lesson good ). Eventually after playing each of the tables a couple of times (not even full games) the scores slowly started updating until now all my scores are correct. So, I think it is just a matter of time before it will update. Only thing I noticed is that Xbox Live could not record when I achieved certain achievements - they only show I have them without the date achieved as with the ones I have achieved since I have been Live.

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    Mandatory bump for a thread that has zero business being on the bottom of page two. This thread needs to be stickied, and periodically cleaned up so replies don't appear after their content has been updated into the original posters primary post.

    Edit: Hey flynn...I have a suggestion. Can you cut/paste the information for each table in such a manner that the tables appear in alphabetical order in your post? It will make finding the information for a given table easier.

    Also, how is it possible with the age of this post, we still don't have information for Xtreme and Speed Machine? Those are like, 2 of the most popular tables in the FX2 suite, are they not? :-p
    Last edited by UranusIsBroken; 05-04-2011 at 12:07 AM.

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    Quote Originally Posted by UranusIsBroken View Post
    Mandatory bump for a thread that has zero business being on the bottom of page two. This thread needs to be stickied, and periodically cleaned up so replies don't appear after their content has been updated into the original posters primary post.

    Edit: Hey flynn...I have a suggestion. Can you cut/paste the information for each table in such a manner that the tables appear in alphabetical order in your post? It will make finding the information for a given table easier.

    Also, how is it possible with the age of this post, we still don't have information for Xtreme and Speed Machine? Those are like, 2 of the most popular tables in the FX2 suite, are they not? :-p
    No need, it's been linked in the stickied thread for table guides

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    Quote Originally Posted by Nekro Neko View Post
    No need, it's been linked in the stickied thread for table guides
    That's nice. Hopefully those who are new to the forum will magically know to find it there.

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    Quote Originally Posted by UranusIsBroken View Post
    That's nice. Hopefully those who are new to the forum will magically know to find it there.
    Well, if they ask nicely I'm sure some of us would be happy to point them in the right direction

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    Quote Originally Posted by Nekro Neko View Post
    Well, if they ask nicely I'm sure some of us would be happy to point them in the right direction
    Some of us.

    The point is, moving forward, the questions regarding how to activate ball saves, multipliers, etc. on various tables is going to get asked repeatedly, all with their own designated thread. That just clutters up the forum. If it was a little more transparent and obvious where those answers were being housed....


    Only YOU can prevent the same questions from being asked over and over again.

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    Thing with stickies is that they can clutter up the forum and a lot of people skip past them anyway. I think it is good as it is. Yeah there will be threads about it but they will sink to the bottom.

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    Well...is there a way we could clean up the posts on the thread a bit?

    Also...I think as a community, we need to step it up and try to all pitch in to fill in whatever blanks there are (see also Speed Machine & Xtreme).

    And again, I think it would be nice if we could alphabetize the information by table so it's easier to comb through.

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    Quote Originally Posted by UranusIsBroken View Post

    Mandatory bump for a thread that has zero business being on the bottom of page two. This thread needs to be stickied, and periodically cleaned up so replies don't appear after their content has been updated into the original posters primary post.

    Edit: Hey flynn...I have a suggestion. Can you cut/paste the information for each table in such a manner that the tables appear in alphabetical order in your post? It will make finding the information for a given table easier.
    No problem, buddy. On the case. I'm glad this has been added to the table guides thread. Thanks, admins.

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    Noticed some wrong information wrt Spiderman - here is updated info (forget to check which one gets activated first):

    Spider-man

    Kickbacks: Light THWIP letters. First time active one kickback and the second time the other.
    Last edited by Cloda; 05-15-2011 at 07:31 PM. Reason: spelling

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    Fantastic Four

    Kickbacks: Light the Letters FORCE FIELD in the in/out lanes.
    Ball Saver:
    Extra Balls: Complete a Super Combo by hitting ramp and orbit shots.
    Ball Saver:
    Mutiplier:

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    Quote Originally Posted by rapierdwit View Post
    Fantastic Four

    Kickbacks: Light the Letters FORCE FIELD in the in/out lanes.
    Ball Saver:
    Extra Balls: Complete a Super Combo by hitting ramp and orbit shots.
    Ball Saver:
    Mutiplier:
    You have it already? I'm so jealous. High-scoring table or not? Is it as good as it looks?

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    Quote Originally Posted by Flynn74 View Post
    You have it already? I'm so jealous. High-scoring table or not? Is it as good as it looks?
    Nah, wish I did! I was just reading the rule sheet from the Pic that was posted of it

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    Quote Originally Posted by rapierdwit View Post
    Nah, wish I did! I was just reading the rule sheet from the Pic that was posted of it
    See, I was gonna do that but felt I needed to know more about it through actual play, like how many orbits to unlock the extra ball button.

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    Amended info for activating kickbacks on Fantastic Four. Anyone else got the all the methods of activating extra balls and multipliers? I've been too busy trying to keep the ball in play to notice so far.

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    Fantastic Four

    Kickbacks: Light the Letters FORCE FIELD (That's 10 rollovers) in the in/out lanes. (Left will activate first).
    Ball Saver:
    Extra Balls: Complete a Super Combo by hitting ramp and orbit shots then hit the EB target. Get a 10x Bonus then do the multiplier lights once more to unlock the EB target, then hit it.
    Ball Saver:
    Mutiplier: Rollover the FOUR targets at the top of the table above the bumpers. I'm a little confused with this one because there appears to be two sets of the word FOUR which light up independantly.

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    The Thing's Gift can also grant you a 10x multiplier.

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    Quote Originally Posted by UranusIsBroken View Post
    The Thing's Gift can also grant you a 10x multiplier.
    Also he can award a Ball Saver at random. Not the super ballsaver though

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    Extra Ball Lit is also awarded by Thing's Gift.
    I've also gotten 2M, 5M, and the 10X multiplier there.
    Never got the Ball Saver as a gift, but I'll check to see if it turns on as a little sweetener to the gift.

    Ball Saver is as described in the Rule Sheet.
    First hit Thing and Invisible ramps multiple times then hit the Sign ramp multiple times.
    Last edited by FIREBALL; 05-23-2011 at 02:57 AM.

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    Two more gifts Thing can grant. Well, one's something, the other is nothing, literally.

    He can give you absolutely jack ****. He says "HERE'S A LITTLE SOMETHIN' FOR YA!", and proceeds to absolutely gyp you.

    On the other hand, he can also award you a "LOCK IS LIT." He fast track's you on your way to the Fantastic Four multiball by lighting all of the FANTASTIC letters. Just hit the sign ramp four times, and away you go.
    Last edited by UranusIsBroken; 05-24-2011 at 10:29 PM.

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    Quote Originally Posted by UranusIsBroken View Post
    Two more gifts Thing can grant. Well, one's something, the other is nothing, literally.

    He can give you absolutely jack ****. He says "HERE'S A LITTLE SOMETHIN' FOR YA!", and proceeds to absolutely gyp you.

    On the other hand, he can also aware you a "LOCK IS LIT." He fast track's you on your way to the Fantastic Four multiball by lighting all of the FANTASTIC letters. Just hit the sign ramp four times, and away you go.
    I thought the "nothing" happened to me too, but I just saw a 10.000.000 point score fly up from somewhere. I could think only Thing would gave me an extra ball, but I already had 2 EBs so I think the score was instead of the Extra Ball...

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    Quote Originally Posted by 4rcad3f4n View Post
    I thought the "nothing" happened to me too, but I just saw a 10.000.000 point score fly up from somewhere. I could think only Thing would gave me an extra ball, but I already had 2 EBs so I think the score was instead of the Extra Ball...
    10M is the highest I've received so far too. I've received 1M, 2M, 5M, 10M, ball saver, extra ball, lock is lit, and nothing.

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    Quote Originally Posted by FIREBALL View Post
    Ball Saver is as described in the Rule Sheet.
    First hit Thing and Invisible ramps multiple times then hit the Sign ramp multiple times.
    Is that not how to activate the NZ ball saver? Does anyone know how to activate the regular ball save? Cheers.

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    Quote Originally Posted by Flynn74 View Post
    Is that not how to activate the NZ ball saver? Does anyone know how to activate the regular ball save? Cheers.
    As I think has already been said, you get it as a random gift from thing.

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    Quote Originally Posted by Nekro Neko View Post
    As I think has already been said, you get it as a random gift from thing.
    Yeah, I've got that in that additional info for this table. I didn't realise that was the only way to get it. Cheers.

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    I'm not sure if there are "odds" in getting one reward versus another after hitting the bumpers 40 times, but some things come about much less frequently. Also, THING never awards an extra ball, he always awards the "EXTRA BALL IS LIT". You always have to collect it, usually by breaking down Thing's wall again and depositing another shot in the sinkhole. In fact, I've only ever received the 10x multiplier twice, the extra ball two or three times, and the lock is lit once. Usually points are king.

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    Quote Originally Posted by UranusIsBroken View Post
    Also, THING never awards an extra ball, he always awards the "EXTRA BALL IS LIT". You always have to collect it, usually by breaking down Thing's wall again and depositing another shot in the sinkhole.
    To collect the Extra Ball, I think you just have to hit a single target.

    It's in a weird place: the left-front edge of the blue ramp. Mostly, you'll probably hit it at random. It can be hit from the upper-left flipper, too.

    It's directly under the "A" in B-A-X-T-E-R.

    See: http://195.56.170.66/forum/attachmen...1&d=1305359814

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    Bumped in the hope someone will fill in Captain America info.

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    Default Captain America

    OK, I'll give it a shot.

    Kickbacks

    - spell B-U-C-K-Y through the inlane/outlane rollovers to light the left Kickback.

    - repeat to light the right Kickback.

    - Kickbacks have a short grace period after being used, where they can be reused.

    - Kickbacks are NOT RESET when a ball is lost.


    Multipliers

    - complete the 3 round targets in the middle of the playfield to advance the multiplier. These are very hard to hit from the lower flippers. Best bet is to hit them from the upper-right flipper, or randomly in multi-ball.

    - a lit "Bonus Held" sign is a random reward when completing the Supply Drop mini-game.


    Extra Ball

    - complete the 3 Bonus Multiplier targets one more time after X10. The extra ball light will be lit at the Howlers sink hole.

    - extra ball is a random award in the Supply Drop mini-game. This is awarded automatically at the completion of the mini-game.


    Ball Saver

    - a 30 second ball saver applies at the start of each Ball.

    - a temporary ball saver is one of the random awards when completing the Supply Drop mini-game.

    - some modes (e.g. Archives and Multiballs) will activate temporary Ball Saver (10 secs?)

    - if you gain the Bucky Commando, and have him activated, there is a 30% chance that Bucky will ball-save on a drain.

    Note 1: the "shoot again" sign does not light when Bucky saves you, and no sound effect is played! The ball will be relaunched, and a DMD notice will be presented.

    Note 2: it is possible for Bucky to save you repeatedly on the same ball.
    Last edited by Womble; 06-29-2011 at 12:57 AM.

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    I jumped on to check out the info on Speed Machine. Damn, I am disapointed no one has filled those in, so...

    Kickbacks: Light the Gears in the inlanes, which replace letters on this table. The small blue circles beside the lower flippers. First time you light it enables the single kick back, the next time it activates the ball saver.

    Mutiplier: Light the three targets just below the Race Hole

    Ball Saver: As stated before, Light the gears in the inlanes, which replace letters on this table.

    Extra Ball- (Edit) - Not 100% sure but about 90% sure that you have to get 10x Multiplier (and you might need to THEN hit a shot). Real hard for me to track because I tend to advance the multiplier during Night Run Multiball or Wizard Mode. Seriously, How hard is it to put in a SIMPLE "Extra Ball" soundbite in these older tables? Re-use the same one, I don't care!
    Last edited by rapierdwit; 07-11-2011 at 03:07 AM.

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    Flynn's slackin' off. :-p I think we have the Captain America and Speed Machine info.

    All we need now is Extreme, and since Rapier just topped 100M on that POS, I think he should be the man for THAT job too. :-p

    This should have been finished EONS ago.

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    Extreme

    Kickbacks: Light up (the inlane/outlanes) INDY to activate the kickbacks.
    Multiplier: Light the three dots above the upper bumpers.
    Ball saver: There are two separate ball savers. Bungee Jump (Which does not expire until it is triggered) and the normal Ball Saver. Bungee Jump is activated by Hitting the Ollie Ramp which will then light the Bungee Jump light/Entry Ticket Hole on the lower table. Hit the Entry Ticket/Bungee Jump hole within 30 seconds to claim it. Bungee Jump will save the ball for sixty seconds in which you must hit the Ollie ramp. If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball. The second (timed) ball saver is activated by lighting INDY after lighting the kick backs.
    Extra balls: Complete Extra Ball Adventure.
    Last edited by rapierdwit; 07-10-2011 at 03:30 AM.

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    Quote Originally Posted by UranusIsBroken View Post
    Flynn's slackin' off. :-p I think we have the Captain America and Speed Machine info.

    All we need now is Extreme, and since Rapier just topped 100M on that POS, I think he should be the man for THAT job too. :-p

    This should have been finished EONS ago.
    Slight problem. My 2nd post with all the table info has exceeded the maximum character limit allowed. I will sort this when I have the time (working all weekend). Sorry for slacking ;-)

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    Quote Originally Posted by Flynn74 View Post
    Slight problem. My 2nd post with all the table info has exceeded the maximum character limit allowed. I will sort this when I have the time (working all weekend). Sorry for slacking ;-)
    You're forgiven.

    Hey...if you're out of space...take whatever you would have put in a third post, and send it to Vincent. Ask him if he'll edit his first post and put it in there. That should take care of things nicely.

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    Speed Machine - Extra Ball - Night Run Multiball - Do Night Run Multiball and hit the lits ramps/orbits at least 9 times. (You complete the mission by hitting them 14 times). There is a RANDOM Extra Ball given out for hitting any lit ramp between shot 9 and 14. But it IS Random and sometimes is NOT given out at all.

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    Quote Originally Posted by rapierdwit View Post
    Extreme

    Kickbacks: Light up (the inlane/outlanes) INDY to activate the kickbacks.
    Multiplier: Light the three dots above the upper bumpers.
    Ball saver: There are two separate ball savers. Bungee Jump (Which does not expire until it is triggered) and the normal Ball Saver. Bungee Jump is activated by Hitting the Ollie Ramp which will then light the Bungee Jump light/Entry Ticket Hole on the lower table. Hit the Entry Ticket/Bungee Jump hole within 30 seconds to claim it. Bungee Jump will save the ball for sixty seconds in which you must hit the Ollie ramp. If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball. The second (timed) ball saver is activated by lighting INDY after lighting the kick backs.
    Extra balls: Complete Extra Ball Adventure.
    Extra Balls: Complete Extra Ball Aventure - addtional info.

    There are 2 ways to activate Extra Ball Adventure. The first is to advance the multiplier lanes on the upper board to 10x. The second is a random award for completing the TAG lanes on the upper board.

    When you complete either of these 2 tasks, you will have to activate the Extra Ball Adventure mode by getting the ball to the capture hole area that also awards the kickbacks and 2-ball multiball. You will see the light flashing in the area above and to the left of the left slingback.

    Once you activate Extra Ball Adventure, you will have to hit one of the 8 red targets on the right side of the lower playfield (these are the targets you have to hit to activate the competition modes). There will be one lit target that will slowly scroll from left to right. You have about 20-30 seconds to hit the lit target. I believe that if you hit the wrong target 3 times it will cancel the mode. Also if you have failed to hit the correct target, during the last 10 seconds the lit target will scroll faster.

    If you successfully hit the target, the DMD will show Extra Ball and an audio cue of "YO!"

    Feel free to edit this information to make it more concise.

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    Rocky & Bullwinklle

    Extra Balls:
    - Advance mutliplier to 10x by completing HIT lanes above bumpers. Complete HIT lanes an additional time to active Extra Ball hole (Left of HIT lanes - Extra Ball/Top Hat/Start Aesop Tale). In other words, complete HIT lanes 6 times during one ball to activate Extra Ball shot. (confirmed July 20, 2011)

    When lighting extra ball shot from HIT lanes, the shot will remain active/available even if you lose the ball. Example: If you activate the shot on ball 1 and lose the ball, the shot will still be active when you launch ball 2.

    - Achieve a score of 200 million.
    When you reach 200 million, you will be immediately rewarded with an extra ball. (Unknown if extra ball is rewarded for higher scores, ie every 200 million). I've only noticed this during my EOBB (end of ball bonus), but assume that it would be rewarded during normal play.

    - Random reward from mushroom bumpers???
    The slingback bumpers (every 25 hits), spinner (special after 300 spins), and mushroom bumpers (after 100 hits) give random rewards. I am not sure which one activates the extra ball shot next to the HIT lanes, but the help/instructions for the table list the extra ball reward from the mushroom bumpers.

    Kickbacks:

    - Right Kickback: complete 100 spins of the spinner.
    If the right kickback is not lit, it will activate after you complete 100 spinner spins. For example: If you have completed 100 spins, activated the right kickback, used/lost the right kickback, you will have to complete 100 more spins (200 total) to reactivate the right kickback. (confirmed July 20, 2011)

    - Left Kickback: complete CAKE lanes while Ball Save is active.
    To activate Ball Save, complete the CAKE outlanes first. Next complete the CAKE lanes a second time. Ball Save has a short timer, so you have to be fast. In other words, spell CAKE 2x in quick succession. An easy way to activate the left kickback is to spell 3 of the 4 letters in CAKE; activate multi-ball or a mission which enables ball save; and then finish CAKE (confirmed July 20, 2011)
    Last edited by IndyRC_Racer; 07-20-2011 at 09:31 PM.

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    Updated some info. I'm really sorry this has taken me so long. Ms Splosion Man added and I promise I will update the info as soon as it becomes available.

    I've still to add Ballsaver info on Secrets of the Deep and Agents. I don't think you have to collect 10 samples in a row for extra ball on SOTD. I'm sure it's only 5 or 6 you need. Can anyone confirm?

    Let me know if I have missed anything. Thanks for the updated info contained in the last 6 or 7 posts.

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    Quote Originally Posted by rapierdwit View Post
    If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball.
    THAT is just pure evil. No need on an already low scoring table. I was so pissed off when that happened to me. A huge part of the reason why I will probably never play that table again.

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    Quote Originally Posted by Flynn74 View Post
    Updated some info. I'm really sorry this has taken me so long. Ms Splosion Man added and I promise I will update the info as soon as it becomes available.

    I've still to add Ballsaver info on Secrets of the Deep and Agents. I don't think you have to collect 10 samples in a row for extra ball on SOTD. I'm sure it's only 5 or 6 you need. Can anyone confirm?

    Let me know if I have missed anything. Thanks for the updated info contained in the last 6 or 7 posts.
    I updated the SotD guide so please take a look there (sorry can't remember all the bits now). I can though confirm that you only need to collect 5 samples in a row for the extra ball.

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    Updated with Socerer's Lair info. Well, some of it. Missing how to activate the ball saver.

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    Quote Originally Posted by Flynn74 View Post
    Updated with Socerer's Lair info. Well, some of it. Missing how to activate the ball saver.
    Ball Saver is activated by hitting the Upper Left Playfield Ramp using the Small upper left flipper 4 times. I am looking for the correct term on the ramp but it is the one used to collect an Extra Ball once it is lit.

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    You can get another extra ball on Sorcerer's Lair by advancing the multiplier past 10X.

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    Socerer's Lair

    Kickbacks: Light the GHOST letters. Once for the left trap door, repeat for the right.
    Multipliers: Light the GOO Letters
    Ball Save: Method 1: Ball Save is activated by hitting the Upper Left Playfield Ramp using the Small upper left flipper 4 times. Method 2: You also activate Ball Save the first two times that you lock a ball for either of the two main multiballs (the third time starts the multiball).
    Extra Balls: Method 1: Complete a 6-way combo. Method 2: Random Award from Whisper's hideout (Hit Whisper's hole 4 times). Method 3: 10x bonus multiplier. Method 4: 10 combo shots for Elusion Mastery (left orbit and then ghost ramp with top right flipper). Extra ball is collected by shooting the ramp on the upper left playfield when lit. Each extra ball can be achieved more than once during a game but only once per original ball.
    Last edited by Cloda; 10-14-2011 at 10:39 AM.

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    Thanks, guys. Cloda, I almost beat your score on Socerer's Lair earlier tonight. Drained my last ball with one mission to go to Midnight Madness and all Obsidian stones lit. I think I must have managed 6 or 7 goes at Midnight Madness. That was one long game. Damn.
    Last edited by Flynn74; 10-16-2011 at 11:00 PM.

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    I haven't had much chance to play this table since its release due to work commitments. Can anyone help to fill Paranormal's required info? Cheers

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    Post

    Kickbacks: The left kickback can be activated from 2 different targets near the Chupacabra. There is no right kickback. Only video mode can prevent the right outlane.
    Multiplier: From bumpers? Also a reward from cube.
    Ball saver: Method 1: Spell FEAR from inlanes and outlanes.
    Method 2: A 30 sec or 1 minute ball savers are rewards from cube.
    Extra balls: Method 1: Clear the whole Haunted mansion, return there and hit the orbit in upper part of the playfield.
    Method 2: Get the reward 'light extra ball' from cube, return there and get the extra ball.
    Magna save: Hit all paranormal holes twice in main playfield.
    PINBALL4EVER!!!!

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    Quote Originally Posted by Oskari14 View Post
    Kickbacks: The left kickback can be activated from 2 different targets near the Chupacabra. There is no right kickback. Only video mode can prevent the right outlane.
    Multiplier: Score above a certain threshhold (300,000?) with a single shot at the bumpers. Also a reward from cube.
    Ball saver: Method 1: Spell FEAR from inlanes and outlanes.
    Method 2: A 30 sec or 1 minute ball savers are rewards from cube.
    Extra balls: Method 1: Clear the whole Haunted mansion, return there and hit the orbit in upper part of the playfield.
    Method 2: Get the reward 'light extra ball' from cube, return there and get the extra ball.
    Method 3: Hit Nessie 3 times to light extra ball at the right-most sinkhole (left of the main ramp).
    Method 4: Advance the multipliers when they're already maxed to light extra ball at the right-most sinkhole

    Magna save: Hit all paranormal holes once in main playfield.
    ^ Added a bit more info and a slight correction to Oskari14's post.

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    Thanks, guys. Paranormal info updated.

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    Default additions to Biolab

    Biolab

    Kickbacks: Hit the left or right alien eye and hit the flashing lane.
    Multiplier: Hit the center eye and then the left mini orbit. Also available as a MUTATION reward.
    Ball saver: I believe you get one from shooting the hole where you get to relaunch the ball.
    Extra balls: Method 1: Completing the lights on the "Get away" mini playfield (then shooting mutation hole to collect). Method 2: Complete the Flux Wheel mini game. Method 3: Complete MUTATION 3 times. Method 4: Complete NURSERY 3 times.

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    Thanks, buddy. Your name has been added to all the people who have contributed to this thread.

    If I have missed anyone else please let me know.

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    Bump in the hope some of you wizards will help with the new tables. I've got to work a 16 hour shift on the day of these tables being released. Gutted!

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    Thor

    Kickbacks: Light FROST for Left and GIANT for Right (In/Out Lane rollovers).
    Multipliers: 2x increment for every 10 GOLDEN APPLES you collect.
    Ball Save: Hit the three SIF letters.
    Extra Balls: Method 1: Random award from ODIN'S GIFT (behind URU). Method 2: increment Multiplier past 10x by collecting a total of 60 GOLDEN APPLES.
    Last edited by FIREBALL; 12-20-2011 at 10:36 PM.

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