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Thread: Excalibur Table Guide

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    Default Excalibur Table Guide

    Excalibur Table Guide

    First off I would like to thank board members Stevie J, Logic_FTW, UranusisBroken, Phiveball HeathenSauce and any others I might have missed for providing information on this table via forum posts. Special thanks to UranusisBroken for getting me started on this table and talking me through it and, of course, to Zen for making it! This will always be a work in progress, feel free to post any tips, tricks or info here and I will add it and credit it.

    Table Layout
    A overhead view of the table composed by Cloda can be found here:
    http://195.56.170.66/forum/attachmen...5&d=1303154891

    Rollovers (3)
    Located above the bumpers, these are marked with the letters D U B. One rollover will be lit as you shoot, hitting the lit Rollover will reward 500,000 Points as a skillshot. Note: You can switch which lane is lit by using the flippers. Spelling out D U B will always light the special on ONE of the outlanes and which out lane is lit can be switched by hitting the slingshot for that side.

    Bumpers (2)
    Located just below the Rollovers. Round Table Awards are given via the Bumpers. Spinning the Round Table increases the award given via the bumpers. The bumpers are also used to trigger the Robber Knights Mission.

    Camelot Mini-playfield (1) and Targets (3)
    Accessed Via Mordred's Ramp once you have started a Robber Knights “Repel the Invaders” or King's Champion Challenge “Duel!”.

    Mordred's Castle (1)
    Accessed Via Mordred's Ramp During Various Missions via a diverter (Dungeons of Mordred and Assault on Mordred's Castle/Marching to Battle).

    Ramps (3)
    Mordred's Ramp - Red Ramp on the right side of the play field. Just above the picture of Morgana.
    Merlin's Ramp (A.K.A. Potion Ramp or Multi-Ball Ramp) – Teal Ramp accessed via the upper left flipper.
    Excalibur Ramp – Located in the direct center of the Playfield. Marked by the name Excalibur, in the shape of a sword.

    Trapped Ball (1) and Targets (2)
    These are located to the left and right of the Excalibur Ramp. Hitting the trapped ball activates a divertor, changing which in-lane the Excalibur Ramp exits. One target will alternate sides with the trapped ball and hitting the target will activate the Kickback for that side.

    Orbits (3)
    The Right Orbit is marked by a blue design and the Left Orbit is Marked by a Green design. The is a second orbit on the left side of the play field, marked with a blue design that matches that of the right orbit. Hitting the left and right orbits five times will start the Joust mini-game.

    T A L E Targets (4)
    Two targets are located at the base of Mordred's Ramp (T & A) and two are located at the base of Merlin's Ramp (L & E). Lighting all four will activate the Round Table Quests.

    Holy Grail Quest Targets (3)
    Located just above Merlin's Ramp. Used to start Holy Grail Quest and also used as targets during Holy Grail Mission Hole Mini-Quest.

    Morgana's Lair (1) + Morgan's Targets (2).
    This area is used to access the Morgana mini-games. The two targets will begin to move once you have hit them. Hitting them a second time will stop them. The object is to stop both of the targets on the right side to reveal the hidden path. Shooting the ball into this hidden path with start one of two different missions – Breath of the Dragon or Damsel in Distress.

    Quest Mission Hole (1)
    Used to Start Various Missions. (Knights of The Round, Joust, Quest of the Holy Grail) Also used to complete portions of Various Missions. Additionally Used to Claim an Extra Ball once Lit.

    Round Table (1)
    Spinning the Round Table 20 times unlocks the King's Champion Mission. It also advances the Round Table Award for the bumpers and is used to select which of the TALE Missions you will start by hitting the Quest Mission Hole.

    Caldron Multi-Ball Lock (1)
    Used to lock balls (3 needed) to start Merlin Multiball. First Locked Ball awards 500,000, The Second Rewards 750,000 Thrrd Ball is worth 1,000,000 and starts the Multi-Ball.

    Joust Mini-field (1)

    Used during the Joust Minigame.

    Outlanes (2)

    Both Left and Right Outlanes are marked with Lancers which function as kickbacks by diverting the ball to the inlanes when activated. When “Special is Lit” you will receive a random award for hitting the lit outlanes (Which can include Ball Saver).

    Inlanes (2)
    Right Inlane is marked with a Catapult. The left Inlane is marked with a Helmet. Rolling over the Right Inlane (Catapult) lights the Green Left Orbit and a shot into this lane will then advance “Marching To Battle” and reward 200,000 points. Rolling over the Left Inlane lights the Excalibur Ramp and a shot to the ramp will then advance your reknown by 2 instead of the typical 1.
    Last edited by rapierdwit; 04-21-2011 at 07:36 AM.

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    Table Basics


    Skill Shot

    One rollover of the D U B rollovers will be lit as you shoot, hitting the lit Rollover will reward 500,000 Points. Note: You can switch which of the three rollovers is lit by using the flippers. A three quarter strength shot will drop the ball in the Rollover area. Simply using the A button to shoot the ball will always bypass the rollovers entirely.

    Extra Ball
    There are multiple methods to earning a Extra Ball. I have included the confirmed methods -
    Method 1: Complete the 'Marching To Battle' mode and then collect via the Quest mission hole.
    Method 2: Completing the 3rd Level of the Joust (Expert).
    Method 2: Completing the 3rd Level of the Save The Princess/Damsel in Distress UMD Game.
    Method 3: Successfully complete Robber Knights/Expel the invaders mission and THEN defeat/Put the fear of god into their leader/knight and collect via the Quest mission hole.
    Method 4: Lighting DUB gives a random reward, which can be extra ball, 500,000 points, increase multiplier, ball save or Special is Lit.

    Extra Balls MAY be limited to two per Ball.


    Kickbacks
    The Kickbacks on Excalibur take the shape of Lancers in the Outlanes. You activate them by hitting the targets that are located to the left and right of the Excalibur Ramp. One Target will always be up and the other side will house the trapped ball. Hitting the trapped ball activates a divertor, changing which in-lane the Excalibur Ramp exits. The target will alternate sides with the trapped ball and hitting the target will activate the Kickback for that side for 20 seconds. Hitting it additional times will add 20 seconds to the kickback.

    Ball Save
    You can activate the Ball Save by hitting 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. Ball Save is also given via Special When Lit on the outlanes and as a random award for lighting D U B.


    COMBOS
    Shots on different ramps within a time limit will start a combo. The scoring advances from 50k, 200k, 500k on combos but this is hard to judge because some shots (Such as marching to battle) will net you 200k but end the combo) and there is a Gallop advance for shooting the outer orbits.

    Mutiplier
    The Multiplier is advanced for:
    Method 1. Completing the “Quest for the Holy Grail” Mission.
    Method 2 Completing The Knight of Reknown Mission
    Method 3. Given as a random award for lighting DUB
    Method 4. Given as a random award for completing any other mission.
    Last edited by rapierdwit; 04-20-2011 at 04:22 PM.

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    Missions
    Excalibur contains a variety of missions which are started in a variety of different ways.

    The Main Missions are the Five Knights of the Round Table Tales:
    To activate these missions you must first hit all 4 TALE Targets. They are located at the base of the Mordred Ramp (T A) and the Base of the Merlin Ramp (L E). Once they are all lit, you can choose which mission/ tales by spinning the round table. When you've chosen the one you like, hit the Quest Mission hole to begin:

    There are 5 tales to choose from:

    Sir Lancelot
    You must find Guinevere and rescue her from her prison before the timer runs out. The dot matrix will display 3 locked doors. To find the door that is holding the damsel, locate the one with the biggest lock on the dot matrix (Left is the Left Orbit, Middle is the Excalibur and Right is Mordred's Ramp). Hit the corresponding ramp/orbit to advance to the next floor. Alternately, the Ramp/Orbit that is lit at the start of each floor is the one you are required to hit. If you hit a different ramp/Orbit, you will unlock one of the three other doors. get points and light other ramps but you will still need to hit the initial ramp to advance. Upon finding Guinevere on the 7th floor, the tale will be completed and you are awarded 20 Million Points.

    King Arthur

    You will need to perform a combo of 10 Excalibur ramp shots to complete this mission. There is a timer, but upon starting a combo, it will freeze. Failing to hit the ramp in time to keep the combo going will restart the timer and you will have to begin again. However, you will still get credit for the number of combos you have hit up to that points.

    Sir Kay
    To complete this Tale, you must follow that path indicated on the DMD. If the dot matrix tells you to go left, make sure the captured ball is on the left side of the ramp before hitting it. And vice versa for the right path. Take the correct path 4 times for the beast to appear under Mordred's ramp. You must then hit the beast and then repeat the path process a second time to complete the mission.


    Sir Gawain
    In order to complete this mission you must hit 15 orbit shots before the timer runs out. These must be complete orbit shots, any shot that falls onto the D U B rollovers does NOT count. Alternating the orbits to start a combo MAY advance this quicker, requiring less that 15 shots to complete. Note: I did this mission by just hitting the right orbit and it took less that 15 shots. Reward is 5 Million.

    Sir Percival
    This is a 2 ball-multiball challenge. When this mission starts, the secret path to Morgana's Lair on the left side of the table will be open. You need to shoot the glowing ball into Morgana's Lair 3 times in order to complete the tale. Losing one of the two balls will end this Tale. Tip Via Nekro Neko - Sir Percival can be done very easily by getting two balls on the left flipper and then doing a quick backslap shot, this sends the top ball toward the hole almost every time.

    Other missions are given via different means, I will explain how to trigger them and how to complete them below.

    Duel
    This quest is activated by spinning the Round Table 20 times. A shot up Mordred's Ramp will then cause the ball to enter Camelot. There will be three targets and a large knight moving side to side. Hit the lit target will cause the Knight to swing and stick his weapon in the ground. Use this time to shoot the ball UP his weapon and hit him in the face. Each hit to the face is worth 500,000 points. It takes three hits to the face to defeat him the first time you attempt this mission. Completing this mission gives you 2 Million Points and makes you Champion and your next subsequent attempt at this mission will have you defending your title.

    Robber Knights “Repel the Invaders”
    This quest is activated by bumper hits. A shot up Mordred's Ramp will cause the ball to enter Camelot. There will be three targets and a large knight moving side to side. Hit the lit targets without leaving the playfield until the challenge is complete. There are about 10 waves of enemies and it is also timed, if you do not hit a lit target in a set amount of time, you automatically fail. If the leader is in front of a ladder/target he will protect it from being pushed off. Reward for repelling the invasion is 2M. After you have beaten the Robber Knights, you will be prompted to put “The fear of God” into their leader. Hit the lit target to cause him to stick his weapon into the ground then fire a shot up the weapon to hit him in the face. Three hits to the leader's face net 500k each and the last shot is 1 Million. Reward for beating the leader is 2m and it lights the Extra Ball.

    Quest for the Holy Grail

    This quest is activated by hitting the three Holy Grail targets to the right of the field (Holy Grail and Quest) then hitting the Quest Mission Hole. You have 30 seconds to hit the flashing ramp indicated by the Gem in front of it. Each successful hit resets the counter back to 30 seconds (or adds 30 seconds, not sure which). 5 Million for successfully completing the Mission and advances the multiplier to the next level.

    Marching to Battle
    Rolling the ball down the right inlane lights the catapult and starts a hurry-up that flips a divertor on the inner left orbit giving access to a hidden saucer for a few seconds. Shooting the inner orbit will hit the saucer scoring 200,000 per shot. Doing this Three times starts the Siege on Mordred's Castle Mission. Note: The count is reset if you drain the ball. Also, you can do other missions while this is active.

    Siege on Mordred's Castle Mission.

    Once you have done the Marching To Battle Mini-mission, you will precede to Siege on Mordred's Fortress. The time is initially set at 40 seconds. The goal is hit the Mordred Ramp, doing so activates “Loading The Catapult.” Your next shot on Mordred's Ramp will go under the ramp, load the catapult and fire at Mordred's Castle, netting you 1 million points. You are then prompted to repeat this process two more times, each shot of the catapult netting you 1 million points. After the catapult fires three times, the next shot to Mordreds Ramp will activate the battering ram, opening the front gates of the castle and netting another 1 million points. You are then prompted to siege the fortress, once again requiring shots on Mordred's ramp. After firing three balls into the castle (Each netting 500,000 Points), you will complete this mission, earning 6 million additional points and lighting the Extra Ball in the Quest Mission Hole. Simply hit the Quest Mission Hole to collect it. Note: If you drain before collecting the Extra Ball, it will remain lit on your next ball. The timer on this mode is VERY forgiving, so take your time. Tip: A full strength shot up either of the left orbits from the right flipper will drop the ball at the top of the left flipper 95% of the time, making it an easy trap to send up Mordred's Ramp. Use this to your advantage since a successful shot up Mordred's Ramp put the ball back on the right flipper. Tip from UranusisBroken - After eachsuccessful catapult shot to the castle, the ball will be released into the playfield from the mission hole. Hold in the left flipper. As the ball is ejected, it will simply bounce off the flipper, across the playfield to the right slingshot, and typically bounce back to the left flipper for an easy trap. After nailing Mordred's ramp again, Merlin will trap the ball on the right inlane with his staff while the catapult is being cocked. After he releases the ball, execute a flipper pass, and repeat everything again.


    Joust

    To activate this mission, you must hit the left and/or right orbit five times. This mission has been activated when you hear “A Tournament has been Announced.” Shooting the ball into the Quest Mission Hole will start this mission. The object is to hit the Jousting Knight at the proper time. You will see an indicator (A Lance) moving up toward the Knight, who will be moving down the playfield. Press the shoot button at the proper time to dismount the knight. As you advance through this minigame, the lance and opponents shield will come together more quickly, altering your timing. You want to shoot the ball with the "A" button in such a manner that the ball hits the shield on the top side of the ball, and your jousting lance on the bottom side. Basically, when the lance and shield are within a balls width apart, make the shot. You will have to adjust your timing accordingly. There are three levels of Joust (Novice, Medium and Advanced). Each level has three opponents, defeating all three will successfully complete the mission.
    The reward is 5m for novice. 20M for medium and 30m (?) and an extra ball for advanced. Note: Any difficulty you have beaten will remain even if you drain.
    Tips: Fireball sez "I time my Joust shots by noting the position of my lance (lighted line) in relation to the tip of my opponents lance. Generally, I launch (A button) when the light is at the tip of the knight's lance. Adjusting for increasing speed of the knight, of course."
    Last edited by rapierdwit; 06-19-2011 at 04:59 PM.

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    Questing Beast Mission (aka Knight of Reknown)
    After shooting the Excalibur ramp enough times to reach a renown of level 11, Merlin will stop your ball and a sinkhole will open up at the very beginning of Mordred's ramp. You will have to shoot this hole a total of 5 times, each time within the 15 second timespan you're given. Success grants 3 Million. (plus 500,000 per sucessful hit) and advances the Multiplier.

    Save the Princess (Damsel in Distress)
    One of two missions selectable from hitting Morgana's Secret Path. This is a UMD Shell game. The Correct Princess always starts in the middle. Just keep your eye on her and select the Princess after the finishing shifting about. The reward for completing this mode is 5 Million the first time and increases by 5 Million each successive time (5m, 10m, 15m, 20m, etc....). Note: Completing this mission three times in one game will reward you with an Extra Ball.

    Breath of the Dragon

    One of two missions selectable from hitting Morgana's Secret Path. Run for dear Life! Morgana has released the dragon, escape via Ramp and Orbit shots. This is a timed minigame where you can shoot any of the lit ramps or orbits to put distance between you and the dragon. Successfully Escaping by hitting the shots will reward you with 10 Million points. Note: You can hit the Hidden Path again during this mode for extra points and a interesting UMD video.

    Holy Grail Quest Mission Hole Mini-Quest
    The longest name for the shortest mission. You can activate a Ball Save by hitting 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. However, this mission also grants the easiest shot at the Merlin Multi-Ball ramp and should be used when trying to activate the multi-ball.

    Dungeons of Mordred's Castle Mission (A.K.A. Morgana's Lair)

    This mission is started by hitting the Mordred Ramp Five Times. This will activate a divertor for a limited time that will channel the next shot into Mordred's Castle and start the mission. (Note: The count is reset if you Drain the Ball. Also note that activating certain other missions (Duel/Robber Knights) will delay the start of this mission by diverting the ball to Camelot). The point of this timed mission is to hit the lit shot to advance to the next area. However, hitting any other ramp or orbit that is not lit will return you to the beginning of the “maze.” Note - You will HAVE to learn nudge pass (nudging the table up to pass the ball from flipper to flipper) to complete this mission due to the fact that a improper ramp shot will reset the maze. However, be careful when doing this as you are only allowed two nudges per thirty second timer.The second nudge before Tilting will warn you by saying "Watch Out!"

    Knights of the Round Table Hurry-up.

    After hitting the bumpers, the UMD will display the message XXX,XXX points, spin the Round Table. This is a hurry up that is active while all of the names under the Round Table flash. The number of spins you get will be multiplied by the point value. So, a 5,000 point hurry up x20 spin nets 100,000 points. Note – This hurry up can be activated during other missions such at Quest for the Holy Grail. Note - You can accumulate a TON of points via this hurry-up. I scored over 3 million on a 50,000 point spin. Took all of 30 seconds to start and complete. However, you will have to keep a good eye on the UMD to see point values which can lead to drains.


    Merlin Multi-Ball

    Lock three balls into Merlin's Tower to start a 4-ball multiball. This is done via Merlin's Ramp.
    The first locked ball is worth 500,000, the second is 750,000 and the third is 1,000,000 and starts the multi-ball. Hit the lit ramps to collect Jackpots. Collecting Jackpots over and over increases their value. Also, Hitting a ball back into Merlin's tower during the multi-ball will allow it to collect super Jackpots for a short time. Tip – the best way to start the Multi-ball is to hit the ball with the right flipper into the Quest Mission Hole (This is a shot from the tip of the flipper), if no mission is active, it will kick the ball out and roll down the upper left flipper. The Merlin Ramp requires a very late hit with this flipper. Also, try using the kickout sound as an audio clue and base your timing off of that. Tip from UranusisBroken - When the ball ejects, it will advance down the face of the top left flipper. You'll see a red "target" or some kind of decoration at the tip of the upper left flipper. When sight of the ball becomes obscured by that flipper, nail it. Even if you miss there's a good chance you'll get a skill shot.

    End of Ball Bonuses

    There are various end of ball bonuses for completing the different missions and a special one for the level of renown you received during that ball.

    Achievements
    Renowed Knight (5)
    Complete the Questing The Beast Mission to Unlock or beat 5 friends score to unlock.

    Glorious Victory (15)
    Defeat the Robber Knight Mission to Unlock.

    Legend (30)
    Finish any of the Knights of The Round Table Missions to unlock.




    Wizard Mode
    It has been confirmed their IS a Wizard Mode/Award for beating all the Knight Missions. The reward is 100 Million and Merlin states "It appears I am not the only Wizard Here." Thanks for StevieJ and StOrMtRoOpErMx19 for the information!


    Tips and Tricks -

    Bang Back (aka Death Save) works on this table.
    Nudge Flipper Passes work on this table.
    Last edited by rapierdwit; 08-27-2011 at 04:33 AM.

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    Ok, everyone is playing MARS, I get it Still, would love any feedback and added tips for this guide. Also, would like to get it added to the Guide Sticky

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    Quote Originally Posted by rapierdwit View Post
    Ok, everyone is playing MARS, I get it Still, would love any feedback and added tips for this guide. Also, would like to get it added to the Guide Sticky
    I don't have anything to add as I was clueless on this table before your guide. Now I understand a ton more on this table. I think you did a fantastic job with this guide. Time to try and improve my pathetic score on this one

    Hopefully some of the guys with the top scores can chime in and let us know a little more about the wizard mode.

    Thanks for the useful guide... and I'm sure Solitude will put it in the sticky thread once he logs on

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    Hehe, more people on my friends list are playing Excalibur than Mars. Looks like my work here is done LOL

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    Awesome guide. I'm glad you took the time to put this
    together. I hope what I have written below can help
    put a little more polish on the guide.


    My own personal Excalibur notes and tips:

    Multiplier advanced for "Queting the Beast",
    which I believe you're referring to when you make
    mention of "The Knight of Reknown."

    The siege on Mordred's castle requires a total of 10
    shots to Mordred's ramp. 3 to load the catapult,
    3 to fire the catapult, one to batter down the castle's
    gate, and 3 more to cause a fuss within the castle. Your
    tip for getting the ball placed on the left flipper for
    shots at Mordred's ramp is an excellent one. I have two
    more ways. Obviously, you can execute a flipper pass by
    nudging the table upwards on the left analog stick as
    the ball rolls down the right flipper. Be careful not to
    do this too frequently as you can tilt the table and lose
    your ball. Another neat trick I have is this: After each
    successful catapult shot to the castle, the ball will be
    released into the playfield from the mission hole. Hold
    in the left flipper. As the ball is ejected, it will simply
    bounce off the flipper, across the playfield to the right
    slingshot, and typically bounce back to the left flipper
    for an easy trap. After nailing Mordred's ramp again,
    Merlin will trap the ball on the right inlane with his
    staff while the catapult is being cocked. After he releases
    the ball, execute a flipper pass, and repeat everything
    again. I also use this technique when completing the
    "Questing the Beast" mission, since the dragon pops out
    of Mordred's ramp.

    I've found a good way to rack up points on this is by completing
    the Damsel in Distress minigame repeatedly, as well as the
    Joust. The Damsel in Distress minigame is more or less a shell
    game. The princess starts in the middle, and is shuffled around
    with twho more images of the same likeness. The first time
    the mission is completed awards 5M. Then 10, 15, 20, and so on.
    The mission is activated by hitting the two archery targets on
    the left of the screen near the mission hole. Hitting the target
    will send it back and forth along a rail system. You want to hit
    the target while it's headed right. Doing so will cause the target
    to stop on the right. You must then repeat this with the leftmost
    target. Successfully advancing both targets to the right opens a
    backdoor (hidden passage) of sorts into Mordred's castle, allowing you to
    perform either the Damsel in Distress minigame, or the other one, whose
    name escapes me because I never bother with it. By the way,
    the Joust is activated by hitting the right and left orbits.
    The orbits on this table are labeled with flashing blue lanes.
    Hitting the blue lanes 5 times, I believe, will prompt the line
    "A new tournament has been announced!" Hitting the mission hole
    will start the Joust sequence unless the mission hole has previously
    been lit for a Knight's Tale or Holy Grail Quest. You'll have to complete
    the other modes prior to attempting the Joust. When the Joust starts, your
    lance will move from the bottom up. Your lance is represented by a red-white
    striped line. Your opponent will advance towards your lance from the top down.
    As you advance through this minigame, the lance and opponents shield will
    come together more quickly, altering your timing. You want to shoot the ball
    with the "A" button in such a manner that the ball htis the shield on the top
    side of the ball, and your jousting lance on the bottom side. Basically,
    when the lance and shield are within a balls width apart, make the shot.
    Again, you'll have to adjust your timing accordingly. Whether you win or
    lose, get prepared for the ball to eject the mission hole, because you'll be
    given a free crack and hitting Merlin's ramp for a multiball lock. Speaking of
    that, I have a timing mechanism that makes locking balls on this table a snap.
    When the ball ejects, it will advance down the face of the top left flipper.
    You'll see a red "target" or some kind of decoration at the tip of the upper left
    flipper. When sight of the ball becomes obscured by that flipper, nail it. Even
    if you miss there's a good chance you'll get a skill shot.

    Aside from the Marching to Battle mission, there is another involving
    the ramp to Mordred's castle. Hitting the ramp five times starts
    the Morgana's Lair mission. This mission is simialar to the Knight's Tale
    for Sir Lancelot. Sir Lancelot's mission displays three paths on the UMD
    showing padlocks. The largest lock indicates the correct path. In
    Mordred's Lair, the UMD will show three doors, the one with torches lit
    on either side of the door is the correct path. Successful completion
    of the mission yields 5M, I believe.

    I have a trick for attacking the Marching to Battle sequence swiftly.
    Make sure you have the trapped ball on the right side of Excalibur.
    Hit a shot through the Excalibur ramp, and the ball will be returned
    via the right inlane. This will pass the ball over the right inlane
    rollover, lighting the catapult. Hit the green "ramp" on the left
    side of Excalibur. Like the right inlane, it will have a gold colored
    catapult icon lit. Continue to funnel the ball through Excalibur and
    using the right flipper to pound on the catapult lane.
    With a little practice, you'll be mowing down this mission with speed.
    Speed is important too, because the catapult light only stays lit for
    roughly 5 seconds after the ball has hit the rollover. But, should your timing
    be off by just a little, that green lane should credit you with one "hit" towards
    starting the Joust. So, there's a silver lining.

    Excalibur does not have kickbacks. Rather, it has "lancers" that act
    as an aid that prevent the ball from draining through the outlanes to
    begin with. These are easily activated. However, there is a caveat.
    The trapped pinball has a "casing". Hitting the edges of the casing on
    either side of the ball, and not the ball itself, can cause some mad crazy
    aggravating ball drains on the very outlanes you seek to block. I've often
    found I drain more when trying to activate the lancers than I do just playing
    LOL

    Another note. Any time the ball comes out of the mission hole, it's a good idea to have your left flipper extended. I'm tellin' you now. You're playing with fire if you do not slow this ball down. It is very easy for the ball to rifle out of the mission hole, down the left inlane which is partially obstructed by the catapult, and right down the drain. There is NOTHING more deflating than losing a ball this way when you're a shot or two away from completing the Marching to Battle sequence. Trust me, it WILL happen to you, and you'll know exactly what I'm talking about. LOL

    I just posted my best score on any table. I was so pumped. I nailed down a top 20
    score on this table at like, 297M. This guide should help anyone get their Excalibur
    score up to speed.

    PS- sorry for the format of my post. I was creating notes in Notepad as I read Rapier's guide and just cut and
    pasted it in here.
    Last edited by UranusIsBroken; 04-21-2011 at 06:54 AM.

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    Quote Originally Posted by rapierdwit View Post
    Hehe, more people on my friends list are playing Excalibur than Mars. Looks like my work here is done LOL
    I added Cloda to my friends list recently, and when I beat yours and his high
    scores on Excalibur, I sent him the little taunt like you. 10 seconds later he
    was playing Excalibur. LOL You guys have work to do. I eclipsed your scores
    put together. Too bad I'll never catch you on most of your other scores. LOL

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    Quote Originally Posted by UranusIsBroken View Post
    I added Cloda to my friends list recently, and when I beat yours and his high
    scores on Excalibur, I sent him the little taunt like you. 10 seconds later he
    was playing Excalibur. LOL You guys have work to do. I eclipsed your scores
    put together. Too bad I'll never catch you on most of your other scores. LOL
    Yeah.... I gave it a good shot last night but the best I could do was top my high score - 137million I think. Your score is safe from me for now.... I just can't keep a ball alive for long enough, even though I get plenty of extra balls (Mars has spoiled me) and the fact that I keep on getting the easy points missions wrong (joust, defeat the champion etc.) is driving me up the wall..

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    Thanks UranusIsBroken, I will edit your tips in when I have time. I know I repeat myself a few times in the guide but I wanted to put the information by both the missions and by the description of the area on the table. I tried to keep the mission names consistent thoughout but the missions are/were referred to by various names in a number of posts by other board members, thus you will see Save the Princess/ Damsel in Distress (the second being the actual name) and Knights of Reknown/Questing the Beast (again, the second being the actual name) throughout.

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    Pssst rapierdwit.... Can I steal some of your info for the PS3 trophy guide?

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    Default CAPERS Tournament

    Note that CAPERS is currently running a tournament of FX2 games and this weeks table is EXCALIBUR!

    Send a friend request to caperspb to join the tourney. Next week is Street Fighter II, and then on to the Marvel Pinball tables.

    For more info on the retro gaming group CADERS go to caders.com (I think) which will redirect you or just look them up on Facebook.


    p.s. Many thanx for the guide O Witty One... as I do love Excalibur.
    Now, howz about a guide for Earth Defense, someone pleaze.


    Query: "You think that everything's a joke, don't you?"
    Reply: "You mean... some people think it's real !?"

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    Quote Originally Posted by steviej View Post
    Pssst rapierdwit.... Can I steal some of your info for the PS3 trophy guide?
    Of course I stole from you first

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    Quote Originally Posted by UranusIsBroken View Post
    I added Cloda to my friends list recently, and when I beat yours and his high
    scores on Excalibur, I sent him the little taunt like you. 10 seconds later he
    was playing Excalibur. LOL You guys have work to do. I eclipsed your scores
    put together. Too bad I'll never catch you on most of your other scores. LOL
    That is one of the most irresistible things about Excalibur that keeps everyone coming back to it. You KNOW (and it is not false hope either) that if you can just put it all "together" in one game, you can top or even double your old score. So much going on this table at all times and the progressive nature of some of the missions (Damsel/Joust) means the better you do, the better you CAN do. It is one of the things about Spiderman that I love, the fact that it takes into account how you did in your best GAME to calculate points, not just the last ball.

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    Quote Originally Posted by rapierdwit View Post
    That is one of the most irresistible things about Excalibur that keeps everyone coming back to it. You KNOW (and it is not false hope either) that if you can just put it all "together" in one game, you can top or even double your old score. So much going on this table at all times and the progressive nature of some of the missions (Damsel/Joust) means the better you do, the better you CAN do. It is one of the things about Spiderman that I love, the fact that it takes into account how you did in your best GAME to calculate points, not just the last ball.
    I'm so acutely aware of how all the missions start, so it's easy to develop strategies where you can build towards a couple things at a time, even if inadvertently. For instance, when I'm gunning for the mission hole, I know there's a chance I could hit one of the targets that open the Hidden Passage. I also know that missions "stack". Example, you hit enough orbits to start the Joust, but in the meanwhile, you light up the "TALE" letters. The mission hole activates both activities, but since the Knight's Tale was most recently activated, it will take precedent over the Joust. When you're done with the Knight's Tale, the Joust light will still be waiting for you. Between repelling the robber knights, dueling the King's champion, questing the beast, the quest for the Holy Grail, the two mini games stemming from the Hidden Passage, Marching to Batttle, Morgana's Lair, and the Joust...there are just SO many missions/mini-games going on at once. It's incredible.

    Last night, even though I didn't beat my high score, I was within one Knight's Tale of finding out if there is indeed a wizard mode on this table. I simply can NOT complete the Sir Percival tale, even though it has no time limit.

    I've also found that completing the missions in Camelot (upper right mini playfield) are about rhythm much the same way the Pasha magnet game works. Once you get the hand of it, that playfield up there will represent great opportunity, and tons of points. It's worth noticing that it's of little risk, since draining in the upper playfield doesn't result in a loss of ball. So whenever you hear "Repel the invaders!" or "Draw your weapon, mighty knight!", hit Mordred's ramp and get to it.

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    Default Joust

    I time my Joust shots by noting the position of my lance (lighted line) in relation to the tip of my opponents lance. Generally, I launch (A button) when the light is at the tip of the knight's lance. Adjusting for increasing speed of the knight, of course. TIMING: some days I have it, other days...

    Looks like I really need some work on Damsel in Distress as there are a lot of points there. Also need more work on Joust and the TALES. I'm doing well on the Questing Beast and Mordred's Fortress missions. This guide is helping me get a better understanding of Round Table quests. I learned to avoid upper left flipper shots when the ball is released from the mission hole. Too fast for me so not too many multiballs. I'll probably have more to say later.

    EXCALIBER is a really fine table. Music fits the theme wonderfully. B-E-A-U-tiful graphics. Exciting animations.


    -2o2p / 2O4F-
    Last edited by FIREBALL; 04-23-2011 at 01:32 AM.

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    Quote Originally Posted by FIREBALL View Post
    I time my Joust shots by noting the position of my lance (lighted line) in relation to the tip of my opponents lance. Generally, I launch (A button) when the light is at the tip of the knight's lance. Adjusting for increasing speed of the knight, of course. TIMING: some days I have it, other days...

    Looks like I really need some work on Damsel in Distress as there are a lot of points there. Also need more work on Joust and the TALES. I'm doing well on the Questing Beast and Mordred's Fortress missions. This guide is helping me get a better understanding of Round Table quests. I learned to avoid upper left flipper shots when the ball is released from the mission hole. Too fast for me so not too many multiballs. I'll probably have more to say later.

    EXCALIBER is a really fine table. Music fits the theme wonderfully. B-E-A-U-tiful graphics. Exciting animations.


    -2o2p / 2O4F-
    Like many of Zen's tables, the Upper Flipper is the devil. The BEST advice/tip is UranusisBrokens about holding out the left upper flipper as the ball kicks out of the Quest Mission Hole if you are in ANY mission. Unless you are trying to to activate multi-ball, don't even use this flipper for anything but diverting the ball so it can be trapped.

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    Default Sir Percival tale

    Quote Originally Posted by UranusIsBroken View Post
    I simply can NOT complete the Sir Percival tale, even though it has no time limit.
    One idea would be to let the non-glowing ball drain at the beginning when ball save is lit. Then concentrate on getting the glowing ball to the right flipper and make those Hidden Path shots count. When ball save goes out trap the balls and... Good Luck!

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    Quote Originally Posted by FIREBALL View Post
    One idea would be to let the non-glowing ball drain at the beginning when ball save is lit. Then concentrate on getting the glowing ball to the right flipper and make those Hidden Path shots count. When ball save goes out trap the balls and... Good Luck!
    Best way to do sir Percival is as follow.

    Get both balls on the left flipper, they must be on the rubber, not on the metal next to the flipper. Now, with them placed and settled, quickly flick the balls returning to the held position on the flipper. The right most ball will go into the flashing hole, works most of the time.

    I may make a video to show you how if you're lucky.

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    Quote Originally Posted by Nekro Neko View Post
    Best way to do sir Percival is as follow.

    Get both balls on the left flipper, they must be on the rubber, not on the metal next to the flipper. Now, with them placed and settled, quickly flick the balls returning to the held position on the flipper. The right most ball will go into the flashing hole, works most of the time.

    I may make a video to show you how if you're lucky.
    I'd rather be lucky than good any day. LOL

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    Does anyone here even PLAY this table? Can't believe how little feedback there is here.

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    Quote Originally Posted by UranusIsBroken View Post
    Does anyone here even PLAY this table? Can't believe how little feedback there is here.
    Its one of my fav tables but has taken a back seat to wolverine and now F4

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    Great guide, cheers. This table was like my first love I've just hit 171m which puts me just in the top 50. Weekly #1... for now

    The one single thing that really bugs me on this table is the kickbacks. Like uranusisbroken says those lancers can lead to a lot of drains (guess where - the outlanes) but what really gets me is the duration, they last for no time at all. Sometimes you get one, take a little while getting the other (captive ball first), hit 3 ramps and suddenly the first one's run out. ("...wait, what game am I playing, aren't I supposed to be scoring here???") The risk vs. reward is ridiculous, so I leave them alone completely.

    Luckily the outlanes aren't too nasty on this table - if you think about it, they usually seem to claim the ball at times when things are all a bit too fast and random (when the "chaos" factor kicks in).

    So my preferred approach for this table is simple - wait 2-3 seconds after trapping the ball dead before shooting. Sounds like it wouldn't do much, but it makes you focus and calms the game down completely - it improved my aim so that the ball never went anywhere near the outlanes. All my drains from this game were SDTM's, so for me, this simple technique works wonders. ("Zen" mode activated... )

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    Many thanks for this guide - having just got this table its proved really useful.

    A quick question though - what is the preferred method for lighting the 'E' in TALE?

    I can sometimes get it with a late hit of the upper left flipper which is a tricky shot but more likely it happens via a lucky bounce. Are there any other more consistent methods?

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    Great guide nice work! Not sure if it was mentioned but the joust point values are 5M-10M-30M. iIt's a great way to rack up early points (45M) + the xtra ball as it's very easy to activate (orbit shots).

    I normally hit A right as the line ins one away from the knight. ||||-->||K

    K = The knight if that helps or makes any sence at all.

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    The scores I have included are ones I personally achieved. Me and uranus have debated the scores before and it is my belief that scoring can change depending what else you have achieved per ball. so I think joust scores can change depending if you have done other missons on that ball but I have yet to document it.

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    I desperately want to know if this table has a wizard mode, but I'm entirely too inept at pinball to be the one to find out if it does or not. Truth is, I don't suppose it matter if it has one or not, like all the other tables, I'm never going to get to it. LOL

    As far as kickbacks are concerned, the only outlane that gives me persistent issues is the left. As such, I usually keep the captive ball on the right side of Excalibur. Then I only have to worry about periodically hitting the target to keep that outlane blocked. Also, I want the captive ball on the right because every shot on this table of importance needs to be hit from the right flipper. If I need to hit the ramp to Mordred's castle, I simply do a bumper pass. A second reason for keeping the captive ball on the right, is that obviously, it diverts any Excalibur shots down the right side, which lights the lamp for the battering ram in the March to Battle sequence...and with some timing, it's fairly easy to hit the Excalibur ramp, the hit the green orbit with a shot as the ball rolls down the flipper.

    It's funny. I can drill the daylights out of Excalibur...until such time as I have to do King Arthur or Sir Kay's quests. Then I suck at it. LOL

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    Sir Kay can be done very easily by getting two balls on the left flipper and then doing a quick backslap shot, this sends the top ball toward the hole almost every time. Give it a try.

    I have no advice for King Arthur.

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    Quote Originally Posted by Nekro Neko View Post
    Sir Kay can be done very easily by getting two balls on the left flipper and then doing a quick backslap shot, this sends the top ball toward the hole almost every time. Give it a try.

    I have no advice for King Arthur.
    You're referring to Sir Percival. That is the only multiball mission. Sir Kay has the furry critter that pops up where the Beast does on Mordred's ramp.

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    Anyone got any advice on actually getting into the mission hole? I bought this table about 3 days ago and the mission hole is a pain in the butt to get into and of course since the missions are a big part of a table, I really need to find some tips and tricks on how to make it in. Also the E in TALE is a pain.

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    The mission or quest hole is started from a shot just at the end of the bottom right flipper. Not right at the end (tip), but almost. It's easier with a trapped ball and making the shot gets easier with practice. It's also the target you have to aim for when you've activated an extra ball. Once you can make this shot at least 50% of the time it will also stand you in good stead for shots like launching the probe in SOTD and SNIKT (essentially an unlimited extra ball) in Wolverine. Very similar shots from the end of the flipper.

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    Anyone got any advice on this table? I have 41m on this table and that's from when I didn't even understand the table. So I'm pretty sure I can hit 70m pretty easily when I really try and not rushing. What do you usually aim for first on this? Do you usually try to get the multiplier up FIRST before everything by doing the quest for the beast quest? or do you do the Marching to battle mission to get the pretty easy free ball first?

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    Quote Originally Posted by suikostinger View Post
    Anyone got any advice on this table? I have 41m on this table and that's from when I didn't even understand the table. So I'm pretty sure I can hit 70m pretty easily when I really try and not rushing. What do you usually aim for first on this? Do you usually try to get the multiplier up FIRST before everything by doing the quest for the beast quest? or do you do the Marching to battle mission to get the pretty easy free ball first?
    I have a few tips. First off, try and keep the captive ball on the right side of Excalibur. This will make any shots through the middle of Excalibur divert to the right. When the ball travels through the right inlane, it'll hit a rollover that lights the catapult lamp on the green orbit on the left side of the table. Hit that orbit, and you'll start the Marching to Battle sequence. Repeat this chain of events twice more, and you'll start your assault on Mordred's castle en route to roughly 15M total, and an extra ball. I start with that religiously. In the meantime, there are lots of extra points to be made by completing the Joust levels (activated by hitting a 5 orbits, left or right). You activate the joust by hitting the mission hole on the left. If you go through all 3 levels of the Joust, you'll have a chance at another extra ball. Another way to get easy points is by shooting the ball through Excalibur repeatedly. This increases your "Renown" level. Periodically, it'll initiate the Questing the Beast sequence where you only have to hit the castle ramp 5 times. You get 500K per hit, 3M upon completion, plus a multiplier increase.

    Just this small handful of events should be enough to vault you over your current score. Just be patient, and trap the ball every chance you get. This table requires a decent amount of precision, especially if you're going to play with Excalibur. Hitting half-assed shots up the middle will often resut in a center drain. Accidentally hitting the brackets on either side of Excalibur instead of either the captive ball or the plank with the arrow on it, is a recipe for an outlane drain. Live by the sword, die by the sword.

    The sword is however the most critical shot in the game, so, practice it. It opens up the Questing the Beast mission for the multiplier, it's the money shot for setting up the Marching to Battle sequence, and it's a required shot for the Holy Grail Quest, Mordred's Lair sequence, and each of King Arthur, Sir Lancelot, and Sir Kay's quests. Love it or hate it, that is THE shot on this table, and appropriately so given the name of the table.

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    Quote Originally Posted by UranusIsBroken View Post
    I have a few tips. First off, try and keep the captive ball on the right side of Excalibur. This will make any shots through the middle of Excalibur divert to the right. When the ball travels through the right inlane, it'll hit a rollover that lights the catapult lamp on the green orbit on the left side of the table. Hit that orbit, and you'll start the Marching to Battle sequence. Repeat this chain of events twice more, and you'll start your assault on Mordred's castle en route to roughly 15M total, and an extra ball. I start with that religiously. In the meantime, there are lots of extra points to be made by completing the Joust levels (activated by hitting a 5 orbits, left or right). You activate the joust by hitting the mission hole on the left. If you go through all 3 levels of the Joust, you'll have a chance at another extra ball. Another way to get easy points is by shooting the ball through Excalibur repeatedly. This increases your "Renown" level. Periodically, it'll initiate the Questing the Beast sequence where you only have to hit the castle ramp 5 times. You get 500K per hit, 3M upon completion, plus a multiplier increase.

    Just this small handful of events should be enough to vault you over your current score. Just be patient, and trap the ball every chance you get. This table requires a decent amount of precision, especially if you're going to play with Excalibur. Hitting half-assed shots up the middle will often resut in a center drain. Accidentally hitting the brackets on either side of Excalibur instead of either the captive ball or the plank with the arrow on it, is a recipe for an outlane drain. Live by the sword, die by the sword.

    The sword is however the most critical shot in the game, so, practice it. It opens up the Questing the Beast mission for the multiplier, it's the money shot for setting up the Marching to Battle sequence, and it's a required shot for the Holy Grail Quest, Mordred's Lair sequence, and each of King Arthur, Sir Lancelot, and Sir Kay's quests. Love it or hate it, that is THE shot on this table, and appropriately so given the name of the table.

    Thanks for the tips. I know this table by heart. But man I suck at aiming. I know the perfect spot to hit that Mordred ramp to finish that quest for the beat mission (right on the right side of the 6 on the multiplier on the table). But that excalibur ramp is annoying. I miss it about 50% of the time. What leads to most of my drains is me hitting the holy grail quest targets with the special flipper. After I hit those targets the ball comes mighty close to draining right down the middle so I freak out and hit both flippers at once to try to catch it and when I do that the ball goes somewhere I don't want to and drains sometimes. I have caught it a few times from draining by nudging the table once or twice and doing a dead flipper on the left one.

    As to hitting the "kickback" targets, it does go to the outer lane a lot but it usually,for me, goes to the outerlane that I just got the kick back for. Also I'm so bad at hitting the excalibur ramp sometimes that I almost always have both kickbacks on for 40s.

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    Updated the guide with a bit of Wizard Mode information! Special thanks for StevieJ for the heads up!

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    Thanks Rapierdwit for this excellent guide - can see that you and Uranus spent a lot of time figuring everything out.

    I decided to show some love for this table until Sorcerer's Lair comes out. It is a great table... except that there is again some missions that you can spam to boost your score... I managed to up my score quite a bit and that was mostly as a result of the "Save the Princess" and "Joust" missions. My goal each time with these missions was not necessarily to spam, but to get extra balls... but to get 6 extra ball during a game you have to activate both plenty of times. Am I correct that you only get the extra ball from the Save the princess after 5 activations? My highest score that I got on Save the Princess was 35 million and then the next time it was reset to the initial 5mil again. Is that correct?

    I have to also pipe in and say that the high scores on the leader board for this table appears suspect. My high score game of 485mil took about an hour and a half and like any game on Excalibur I had quite a bit of luck with my fair share of the activation of the lances or ball save by mistake at just the right time and getting quite a few death saves right. I can see somebody with a once in a lifetime game getting a Billion but anything past that just goes into the realms of the superhuman... off course just my opinion I would gladly watch the 3- 4 hour game play video of a Billion plus scoring game on this table to learn from the best

    So I have been giving it my damnedest to try and get to the Wizard mode. I can do all the missions reasonably well except for Sir Kay... I struggle my but off to not by mistake hit the ball up the Excalibur ramp and end the mission with the ball going the wrong way and if that is not enough many of the shots get deflected down the outlanes...

    Sir Lancelot is not difficult, King Arthur is easy enough, Sir Gawain is also easy enough and goes very quickly if you alternate the Orbits and the Sir Percival is also easy enough if you take it slow - for me it became easier when I realised you can shoot into the Hidden Path hole past the raised left flipper so I just try to get a ball on each flipper or both on the left with the magic ball on top for a flick.

    The reason for my post actually is just again with the hope that somebody has figured out how to effectively hit the E in TALE.

    I have tried - Late Top Left flipper but I just activate multi-ball a heck of a lot, hitting the right captured ball/lance target to the right of Excalibur with the hope of a good ricochet, very late left flipper shot to shoot the ball up the right inlane, a left flipper shot in the direction of the Holy Grail targets on the right and a left flipper shot to the L. I have managed with each of these methods to light the E but it still feels like chance rather than with purpose and I can't keep the balls alive long enough to get it right the minimum of five times in a game, as there is a lot of risk with each of these shots.

    So... hope somebody has come up with a brilliant solution!
    Last edited by Cloda; 09-22-2011 at 08:18 PM.
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    Quote Originally Posted by Cloda View Post
    I decided to show some love for this table until Sorcerer's Lair comes out.
    Oh great. The last table on which I was tops of my friend list. It would've killed you to go for 30 billion on Ms. Splosion Man??

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    Default Great guide

    Quick thanks for efforts put into this guide. Very much appreciated.

    Gerard
    GT = Silvolde (couple of places left on my friends list)

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    Here is some detailed scoring info on Merlin multi-ball

    - Multi-ball jackpots start at 500,000 for each flashing ramp/orbit.
    - There are 2 sequences of lit ramps/orbits (1a & 1b) that you need to complete to advance the jackpot value. After completing all 1b shots, the jackpot value will increase by 100,000 to 600,000. After completing 2a & 2b, the jackpot value will increase by 100,000 to 700,000. I do not know if there is a max jackpot value.
    - The jackpot value is saved when Merlin multi-ball ends but normal one-ball play continues.
    - The jackpot value is reset to 500,000 when you lose all ball(s) in play and receive the end of ball bonus (EOBB).
    - At the start of Merlin multi-ball, there is one "glowing yellow" ball in play that drops out of the cauldron. When you hit a jackpot ramp/orbit with the glowing ball, the jackpot value is tripled (3x). Therefore if the current jackpot value is 500,000, hitting a jackpot with the glowing ball will be worth 1,500,000 (=500,000 x 3).
    - The glowing ball is on a count-down timer and will eventually turn into a "normal silver" ball with 1x jackpot rewards.
    - You can turn any ball into a glowing ball by launching it up the Merlin ramp during Merlin multi-ball mode.
    - There does not seem to be any way (that I know of) to reactivate ball-saver during Merlin Multi-ball.

    Notes:
    - The most I've advanced the base jackpot value to is 1,100,000. I believe it took 3 Merlin multi-ball modes during the same ball (before getting an EOBB). I was able to hit a few ramps/orbits with the glowing ball for 3 million each.
    - Keeping 4 balls in play on this table can be brutal, so take advantage of ball saver at the start of Merlin to hit as many ramps/orbits with the glowing ball.
    Last edited by IndyRC_Racer; 09-30-2011 at 07:16 PM.

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    I believe the extra ball information for Save the Princess (Damsel in Distress) needs to be confirmed for xbox 360.

    I have never received an extra ball after saving the Princess 3 times in one game. It may be possible that I already had 2 extra balls banked at the time.

    What I have experienced on a few games, is that after you save the princess the 7th time in one game (35 million reward) is that the extra ball hole is lit (but not automatically rewarded).

    Also, after the 7th rescue the reward value resets to 5 million. Therefore the reward values are:
    1st - 5 million
    2nd - 10 million
    3rd - 15 million
    4th - 20 million
    5th - 25 million
    6th - 30 million
    7th - 35 million
    8th - 5 million
    9th - 10 million
    (pattern appears to repeat)

  42. #42

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    I too will chime in again with the question of "how do you hit the friggin E target?" which doesn't have a straight answer yet........I don't think wizard mode would be that hard to reach on this table, if it wasn't for waiting for a lucky bounce on that "E".

  43. #43
    Senior Member shogun00's Avatar
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    Quote Originally Posted by Postman View Post
    I too will chime in again with the question of "how do you hit the friggin E target?" which doesn't have a straight answer yet........I don't think wizard mode would be that hard to reach on this table, if it wasn't for waiting for a lucky bounce on that "E".
    Please note that I'm playing the PS3 version. With that said, I can usually hit it with a tip shot on the upper left flipper.

  44. #44

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    I can still only hit it with a lucky bounce.......a late side flipper shot winds up too low for me each time.


    Are the tables much different across systems? I know Xbox is running FX2, so is PS3 running FX1? (on non Marvel tables)

  45. #45
    Senior Member shogun00's Avatar
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    Quote Originally Posted by Postman View Post
    I know Xbox is running on FX2, so is PS3 running FX1? (on non Marvel tables)
    I'll put it this way.

    PFX2/Marvel Pinball > Zen Pinball (PS3 version) > Pinball FX 1

    Zen Pinball has a couple issues (ball spin glitch) with its physics engine compared to Marvel Pinball/PFX2.

  46. #46
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    It's amazing how many people have surpassed my score in the last few months. Although I haven't played this in a while, and I'm slipping down the leaderboards rapidly...it's good to know people are out there putting this table through it's paces. It really is such a beautiful table, and tough as hell too. I'd pay to see how some of these guys scored billions on this mofo.

  47. #47
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    Nice guide! Wish I had know about it before delving into this table. Sometimes I like to try and figure out the main rules to the table myself but I didn't realize how many different missions (main or otherwise) on this table.

    I'm enjoying it very much. It's pretty hard I think. One of the hardest tables for me but that's ok. I like the challenge.

    Morgana's lair is tough to get to. Having to hit both targets while moving and keep it on the right side? Jikes!

    The 'E' target is indeed a boon to start some of the missions unless you get a lucky bounce.

    Anyways thanks for the tips guys. I know this isn't the most popular table. I'm finding it far more fun than I though it was when I first purchased it a couple of months ago.

  48. #48
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    Default ball save

    [QUOTE=rapierdwit;9468]Table Basics



    Ball Save
    You can activate the Ball Save by hitting 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. Ball Save is also given via Special When Lit on the outlanes and as a random award for lighting D U B.

    I find it totaly impossible to activate this ball save on the 3DS: I always get missed!?? What am I doing wrong???

    Roel

  49. #49
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    [QUOTE=roelanth;38476]
    Quote Originally Posted by rapierdwit View Post

    I find it totaly impossible to activate this ball save on the 3DS: I always get missed!?? What am I doing wrong???

    Roel
    I can't speak directly to the 3DS version as I have not played it. I can only suggest trying different timing on your shot with the flipper. Sorry, I can't be of more help, maybe someone who has played the 3DS version can address this.

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