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multiball
3
Outside of tournament play, don't plunge the last ball that feeds to the plunger for King's Ransom. Free extra ball for later.
general
3
The Lightning Wheel shot, even when unlit, is still a good way to get the ball from the lower playfield back to the upper playfield.
multiball
2
Shoot u-turn to light Double Knights Challenge at the far right saucer on the lower pf, trap up on the left and spell WAR repeatedly for 1M
general
2
Play upper PF. Complete W-A-R for hurry-up. Hurry-up is worth 200K and steps up to 1.5M on the Skyway. Ram it back up to the upper PF.
wizard
2
Complete W-I-N then shoot the drawbridge for a RANSOM letter. Shoot Skyway for 1M and get drawbridge Jackpots during King's Ransom.
general
2
Both U-Turn and Hurry Up awards increase per completion, but U-Turn resets after the lights go dark; Hurry Up can be restarted infinitely.
general
1
When a Skyway shot comes around to the upper flipper, shoot the loop for a 100K ramp-loop combo bonus. First ever combo shot in pinball!
multiball
1
When plunging, 90% power will go into WIN, full power goes into the flippers. Full plunges when starting multiball make for an easy cradle.
general
1
Magna-Save can be hard to get used to. If the ball goes wild anywhere on lower PF, just punch it immediately - it has a long timer.
general
1
Two upper-playfield loops lights Extra Ball on the Skyway. After it's collected, it takes one more loop to light Extra Ball again.

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