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    FAQ/Strategy Guide by White_Pointer

    Version: 1.02 | Updated: 04/24/17 | Search Guide | Bookmark Guide

    Balls of Steel PC Table Rules and Strategies FAQ
    Copyright 2017
    Version 1.02
    Written by White_Pointer
    
    e-mail: wh1tepointer@yahoo.com.au
    
    Contents of this Guide:
    
    1.0 Introduction
    2.0 Legal Information
    3.0 About the game
    4.0 What’s in this guide?
    5.0 Table rules and strategies
    6.0 Cheats
    7.0 Acknowledgements and Credits
    
    1.0 Introduction
    -------------------------------------------------------------------------------
    
    Balls of Steel - a pinball game released in 1997 for the PC is still one of the
    best pinball video games ever made, in my humble opinion. So why, in 2017 - 20
    years after the game hit the shelves, am I writing a FAQ on it now? For a
    start, despite the game's age, there's no FAQ on GameFAQs for it yet. Crazy! So
    I'm fixing that...better late than never, right? The game has also fairly
    recently become available on some digital distribution platforms too.
    
    2.0 Legal Information
    -------------------------------------------------------------------------------
    
    This guide is intended for personal use only. No profit can be made from this
    guide under ANY circumstances, it is to be used for non-profit only. This guide
    will ONLY be hosted on Gamefaqs, unless you have my written consent to publish
    it on your own site and you MUST e-mail me to request my permission to use it.
    Please explain in your e-mail what the theme of your site is, the approximate
    amount of unique visitors you receive each month and what materials the site
    covers. This guide may not be altered in any way, shape, or form.
    
    3.0 About the game
    -------------------------------------------------------------------------------
    
    As mentioned, Balls of Steel was released for the PC way back in 1997. It
    contains five tables - Barbarian, Darkside, Firestorm, Mutation! and Duke
    Nukem. Each table has a specific theme and different ways to score points. The
    physics are pretty good considering its age, with nice visuals and table
    designs that take advantage of the video game medium, sporting features that
    are not possible on physical pinball tables.
    
    4.0 What’s in this guide?
    -------------------------------------------------------------------------------
    
    This guide contains detailed rulesets for each table plus some general
    strategies for high scoring. If you want to see a specific table just CTRL+F
    and search for the table name.
    
    Note that I won't be going into detail on the specifics of each special mode
    in the game, because the game itself does a good job of providing you with
    instructions on what to do whenever you trigger one. Instead I'll just focus on
    how to get them.
    
    5.0 Table rules and strategies
    -------------------------------------------------------------------------------
    
    ====================================
    === 5.1 Common across all tables ===
    ====================================
    
    Default controls
    ****************
    
    Left flipper - Left shift
    Right flipper - Right shift
    Nudge table - Space
    Nudge table left - Z
    Nudge table right - /
    Launch ball - Enter
    
    Tilting the table
    *****************
    
    Nudge the table too much in a short space of time (generally three times
    quickly) and you'll tilt the table. It will no longer respond to inputs which
    means you're guaranteed to lose the ball. So be careful!
    
    Slingshots
    **********
    
    Pretty standard - every table has two slingshots on the bottom half of the
    table. Wouldn't be pinball without them!
    
    Special modes
    *************
    
    Every table has special modes or "missions" that alter the normal rules
    temporarily to allow you to score more points. Most of them are timed and some
    have additional failure conditions. A special mode ends if you lose the ball.
    Completing the special modes maximises your score. The table will explain the
    rules of each special mode before it starts on the dot panel so you know what
    you're supposed to be doing.
    
    Ultimate special mode
    *********************
    
    Once you have attempted all of a table's special modes (you are not required
    to complete them) a final "ultimate" special mode is available. If you manage
    to trigger this, you'll play an untimed 4 or 5 ball multiball where you can
    seriously maximise your score big time, especially if you are skilled at
    keeping multiple balls in play for an extended period of time.
    
    Cycling special modes
    *********************
    
    Once you have fulfilled a table's rule to light a special mode, the specific
    mode that gets triggered cycles every time the ball hits a slingshot. The
    table will tell you in some way which mode will be triggered once you start
    it.
    
    Video modes
    ***********
    
    All tables have at least one video mode, where you play a minigame using the
    dot panel. Each table has their own method of enabling video modes.
    
    Ball saver
    **********
    
    For a short period of time after launching the ball, if it falls between the
    flippers it will be saved and re-launched automatically. On Novice mode this
    lasts for three minutes and can be used as many times as you want, on other
    modes it lasts about 15 seconds and can only be used once per ball (although
    some special modes may temporarily enable it again).
    
    Deathsavers/kickbacks
    *********************
    
    Every table has a way of saving your ball at least once if it falls down an
    outlane, but each table's method is different. There's always a way to
    re-enable them once they are used.
    
    Manually saving the ball
    ************************
    
    If the ball falls down a side lane and your deathsaver/kickback has been used,
    don't give up! It's often possible to save the ball manually yourself. As the
    ball is rolling, lift the flipper it's about to roll under and nudge the table
    1-2 times. This can sometimes give it enough height to land onto the tip of
    the opposite flipper where you can then quickly hit it back into play.
    
    Multiball
    *********
    
    Every table has a 3-ball multiball that I call standard multiball. The method
    to trigger this multiball is different on every table.
    
    Bonus multiplier and bonus held
    *******************************
    
    Every table has a way of increasing the bonus multiplier and holding your bonus
    (bonus held means that the bonus you earn on that current ball before any
    multipliers are applied is added to the bonus you earn on the next ball). The
    method of doing so is different on every table.
    
    Cow bonus
    *********
    
    Sometimes on any of the tables, you'll see a cow appear on the dot panel. If
    you see this, press the Home key while the cow is displayed and you'll be
    awarded with a cool 5 million points on the spot. The cow usually appears if
    you make a series of quick shots or the ball hits multiple targets in a row
    or ends up in a position that you normally wouldn't expect it to from the
    flipper you hit it with.
    
    If you're asking the question "Why cows?", it's been an Easter egg in pinball
    machines for a very long time. This page explains it:
    http://hem.bredband.net/b257182/Cows&Easter.htm
    
    Extra balls
    ***********
    
    Available on novice and regular modes. Every table has a method of granting
    you extra balls, though the method of doing so is different on every table.
    On arcade mode, extra balls are awarded based off your score. On tournament
    and arcade modes, fulfilling the table requirements to gain an extra ball
    awards you with 20 million points instead.
    
    Match
    *****
    
    At the end of the game in novice and regular modes, the last two digits of
    your score are taken and a number (a multiple of 10, since your score always
    ends in a zero) is randomly generated. If you're lucky enough that the random
    number matches your number, you win an extra ball. This is not available on
    arcade and tournament modes.
    
    Powerball
    *********
    
    Available on all modes except tournament mode. If you achieve a high enough
    score, you'll get the chance to play a powerball mode at the end of the game.
    This works the same way on all tables. Shoot the spinning green arrow to make
    a power shot. The more power shots you make, the more points you will score.
    You can increase the value of the power shots by hitting all of the other
    targets and ramps on the table. You get unlimited balls but you're only given
    60 seconds to score as many points as you can. To maximise your score, it's
    usually a good idea to increase the value as much as you can before nailing
    a power shot. You'll need to balance your shots that increase score with the
    power shots. 3-4 power shots after building your score a bit will give you
    a pretty good reward.
    
    =====================
    === 5.2 Barbarian ===
    =====================
    
    Barbarian is a fantasy-themed table. This table is kind of unique in that it
    does not have any mushroom bumpers (called "pops" in this game) - the only
    pinball table in a video game that I'm aware of that doesn't. It also has two
    distinct special mode types with their own unique ultimate modes.
    
    Bonus multiplier
    ****************
    
    You need to hit the wasteland lane a couple of times until the game says to
    "Travel the Mountain Pass", then you need to hit the mountain pass lane.
    Shooting the wasteland is easy - shooting the mountain pass, not so much.
    
    Standard multiball
    ******************
    
    This is the easiest table to trigger the standard 3-ball multiball on. Just
    shoot the serpent pit twice then shoot the fire ramp. The dragon will eat the
    ball and breathe fire to signify the ball is locked. Do that two more times
    and you'll trigger multiball. The serpent pit counts reset if you lose the
    ball, but once the lock is lit, it'll stay lit even if you lose the ball. The
    tradeoff of having it fairly easy to trigger is that you don't get a huge
    benefit from it. You might as well go for it if the opportunity presents
    itself but you can generally score better by other methods.
    
    Dragon loop
    ***********
    
    Shoot the left orbital (the "Earth" lane) then shoot the wasteland. This will
    award you the "Dragon Loop" combo. Each time you do this your hero status
    increases - Barbarian, Hero, Beast Master, Battle Knight, Dragon Slayer and
    Demi-God. Once you hit Demi-God status, every time you hit the Dragon Loop
    combo you'll be awarded 5 million points. Your status resets if you lose the
    ball so if you do you'll need to start the sequence again. Note that the ball
    needs to be hit with reasonable force to trigger the special combo, if it's
    travelling too slowly you might get a regular combo but not the special one.
    
    Gift of the gods
    ****************
    
    Hitting the red switch near the yellow "gift of the gods" circle in the
    centre-right of the table several times will activate the magnetic lock and
    will give you a random award such as a citadel letter, lighting a mission,
    increasing the bonus multiplier or giving you points.
    
    Element missions
    ****************
    
    Shoot each of the four element shots - the Earth shot is the left orbital, the
    Fire shot is the dragon ramp, the Water shot is the blue ramp next to the
    serpent pit and the Air shot is the right orbital. Once you've made all four
    shots (doesn't matter what order you do them in) the element mode will be
    enabled. Shoot the village to start the mode. Once all four modes have been
    attempted (you don't need to complete them), this triggers the Skull Portal
    mode. Hit the wall of the portal enough times so it spins around and the gap in
    the wall is at the bottom, then shoot the ball into the red part. This will
    trigger a 4-ball multiball mode where the goal is to hit skeletons that pop
    up on the table. This is a big scoring mode.
    
    Modes:
    
    - Earth
    - Fire
    - Water
    - Air
    - Skull Portal (unlocked when all others are attempted)
    
    Gem missions
    ************
    
    Light the GEM letters, located on the left side of the table (these can be
    cycled with the left flipper). Light all three and you'll light a gem mission.
    Shoot the blade of power to trigger the mission. Once all five gem missions
    have been attempted (you don't need to complete them), this will enable the
    Blade of Power 4-ball multiball mode. Hit the flashing shots and you'll score
    big.
    
    Modes:
    
    - Opal of Speed
    - Diamond of Death
    - Ruby of Cunning
    - Sapphire of Stealth
    - Emerald of Iron Will
    - Blade of Power (unlocked when all others are attempted)
    
    Video mode
    **********
    
    There is one video mode on this table, which is actually one of the gem
    missions (Ruby).
    
    Citadel
    *******
    
    Light all three KEY letters, located in the top centre of the table (these can
    be cycled with the left flipper). Lighting all three letters will award you
    with a CITADEL letter (you may also earn some from gift of the gods). Earn all
    of the letters and the citadel will open. Shoot the village to enter it. Once
    inside the ball will turn into an axe and you must use the magnetic flippers
    to push the axe onto each of the six guards several times to defeat them. The
    axe will then turn back into a ball and you must use the magnetic flippers
    again to push the ball into the door at the top to open it then push it
    through the door without losing it. This will award mega points.
    
    Deathsavers
    ***********
    
    The table has two deathsavers if the ball falls down the outlanes - one on
    each side. They are good for one use only. You can re-enable them by hitting
    the skull targets on either side of the fire ramp. If you are really lucky,
    you can be awarded "super deathsavers" from gift of the gods, that provides
    unlimited use of them for the rest of that game.
    
    Extra ball
    **********
    
    You need to hit the mountain pass multiple times in a single ball to light the
    extra ball (this resets if you lose the ball, and shots to increase your bonus
    multiplier don't count). It starts at six times and increases after every
    extra ball you earn. Shoot the serpent pit to collect it.
    
    ====================
    === 5.3 Darkside ===
    ====================
    
    Darkside is a space-themed table. This table has two different video modes and
    two extra high scoring modes in addition to the regular special modes, plus
    unique kickbacks that can be charged up to work multiple times.
    
    Bonus multiplier
    ****************
    
    Light all three letters in BUG, located at the top left of the table. These
    can be cycled with either flipper. However, the bonus multiplier will only
    increase one out of every three times the letters are lit - the other two out
    of three times will increase the combo value.
    
    Standard multiball
    ******************
    
    Shoot the green switch just beneath and to the left of the alien ramp to light
    one half of the egg, and shoot it a second time to light the other half. Once
    both halves of the egg are lit, shoot the same shot again to lock the ball
    into the eggtube. Do this three times to trigger multiball. It's trickier than
    it looks.
    
    2-ball
    ******
    
    Shoot the reactor ramp until the 2-ball is lit, then shoot either the far left
    lane (that leads to the mushroom bumpers) or shoot the right orbit so the ball
    drops through the BUG letters. You may also be given the option to light the
    2-ball from a command decision, and if you still have both balls once crawler
    attack mode ends, it will automatically kick into 2-ball mode until you lose
    one.
    
    Command decision
    ****************
    
    Shooting the alien ramp or sensor grid several times will light command
    decision at the command post. Shooting this will give you a choice between two
    rewards, such as lighting 2-ball, lighting a video mode, increasing the bonus
    multiplier or awarding points.
    
    Missions
    ********
    
    Shoot the sensor grid ramp several times to light start mode. Once lit, shoot
    the command post to start the mode. Once all seven special modes have been
    attempted (you don't need to complete them), this enables Final Assault, a
    five-ball multiball mode where you can easily score massive points.
    
    Modes:
    
    - Target Practice
    - Bug Hunt
    - Guard Duty
    - Xenophobia
    - Meteor Storm
    - Rescue
    - Showdown
    - Final Assault (unlocked when all others are attempted)
    
    Crawler attack
    **************
    
    Hit the red switch in the centre of the table to light the ALIEN letters.
    This only lights the A, but the lit letters can be cycled with the left
    flipper, so each time you hit it you need to try to make sure the A is
    currently unlit. Once all letters are lit, crawler attack becomes available.
    Shoot the shuttle bay to start it. This is another high scoring mode.
    
    Super cannon
    ************
    
    Shoot the targets on either side of the weapons locker to open the weapons
    locker. Then shoot the weapons locker itself to collect a weapon upgrade.
    You'll need to do this four times to collect the laser pistol, assault rifle,
    gatling gun and finally super cannon, and the fourth time you do this, you'll
    light the super cannon mode. Shoot the command post to start it. Another high
    scoring mode.
    
    Video modes
    ***********
    
    This table has two different video modes that are not part of the normal
    missions:
    
    - Shooting Range: Shooting the alien ramp several times will enable the
    Shooting Range video mode at the weapons locker.
    - Shuttle Pilot: Shooting the reactor ramp several times will light the Shuttle
    Pilot video mode at the shuttle bay.
    
    Super pops
    **********
    
    Shoot the reactor ramp six times to light super pops (can also show up as a
    command decision option). Shoot the ball into the mushroom bumpers to turn on
    super pops. With super pops enabled, every time the ball hits a mushroom bumper
    it is worth 500,000 points.
    
    Kickbacks
    *********
    
    There are two kickbacks on this table, one on each of the outlanes. Unique to
    this table is that they can be charged to kickback up to 3 times each. They
    start at one charge and you can increase the total charges or recharge a used
    kickback by lighting the SOS letters on the left side of the table (cycleable
    with the left flipper). A kickback charge will flash for a short time after
    being used, during which if a ball hits it, it will kickback but won't use an
    additional charge. You can light all the kickback charges in one go by shooting
    enough alien ramps or by a command decision option.
    
    Extra ball
    **********
    
    Shoot the reactor ramp eight times in a single ball to light the extra ball.
    The number of times required will increase after every extra ball you earn.
    Shoot the ball into the cargo hold to collect it.
    
    =====================
    === 5.4 Firestorm ===
    =====================
    
    A bomb-squad themed table. This table has a unique separated upper play area
    and a skill shot system. It's also the only table that allows you to control
    the launch speed of the ball. This can be a difficult table to score well on.
    
    Bonus multiplier
    ****************
    
    Light all three of the bomb lights in the top centre of the table. These can be
    cycled with either flipper.
    
    Standard multiball
    ******************
    
    Getting the mutiball here is rather tricky. You need to light the DISARM
    letters that are scattered around the table by shooting the various shots. You
    need to do this three times, then shoot the boat dock to start multiball. You
    don't actually lock balls away here like you do on the other tables. The D is
    on the left subway orbit, the I is on the power plant ramp, the S is the middle
    of the upper play area (shooting the freeway or boat dock should light it),
    the A is on the small lane underneath the airport, the R is on the downtown
    ramp and the M is on the right subway orbit. The way multiball itself works
    here is also different to the other tables, your balls are bombs and you need
    to hit them into targets. The bombs will explode if they don't hit the targets
    in time.
    
    2-ball
    ******
    
    Shooting the freeway ramp several times will light 2-ball at the airport. Shoot
    the airport to start the mode.
    
    Skill shot
    **********
    
    This table has a unique skill shot. Before you shoot the ball, the dot panel
    will point to one of three circles. Aim to hit the circle it's pointing at by
    holding the enter key to build your launch strength and then letting it go at
    the correct time. The bottom and top holes are the easiest to hit, the middle
    one is the hardest. The first skill shot is worth 500,000 points and the score
    will double the previous value every time you hit the skillshot after that (ie,
    500,000, 1 million, 2 million, 4 million, 8 million, etc). You can opt to not
    attempt the skill shot and just tap the enter key to launch the ball normally.
    
    Advancing rank
    **************
    
    Hit all four FUSE letters (located in the upper play area) to light advance
    rank at HQ. Shoot the ball into HQ to be promoted in rank. The ranks are:
    Rookie, Sergeant, Lieutenant, Captain and Chief. You will be awarded a rank
    bonus after every special mode mission you attempt - the higher your rank
    the higher the rank bonus will be, and the rank bonus will be more if you
    manage to complete the mission. Ranks don't appear to have other purposes
    besides this. Lighting the FUSE letters again once you have every rank will
    award 500,000 points. The FUSE letters are not flipper cycleable.
    
    Mystery award
    *************
    
    Hit all of the crosshair targets to light the mystery, then shoot the airport
    to collect it. This will give you a random award such as increasing the bonus
    multiplier, lighting a special mode, lighting 2-ball or increasing combo value.
    
    9-1-1 Missions
    **************
    
    You must hit the numbers 9-1-1 in order, located in the middle of the table.
    These are not flipper cycleable. This will light start mode at HQ. Shoot HQ
    to start the mode. Once you have attempted all seven missions (you're not
    required to complete them), Firestorm 4-ball multiball will be available where
    you can score mega points.
    
    Be careful when shooting for the HQ to start these modes - if your aim is
    slightly off there's a chance the ball can bounce straight back down between
    your flippers.
    
    Modes:
    
    - Countdown
    - Freeway Chaos
    - Bomb Scare
    - Waterfront Mode
    - Airport Mode
    - Subway Mode
    - Arson Attack
    - Firestorm (unlocked when all others are attempted)
    
    Car chase
    *********
    
    This is a special mission that's separate to the 9-1-1 missions. Shoot the
    downtown ramp enough times and you will light car chase at the freeway. Shoot
    the freeway to start the mode. This is a multiball mode but you need to "free"
    the other balls by hitting the cars that appear on track enough times. Be
    careful when playing this mode as I actually managed to crash the game once
    by hitting a car completely off the top of the table.
    
    Video mode
    **********
    
    This table has one video mode, which is one of the 9-1-1 missions (Countdown).
    
    Super pops
    **********
    
    This table doesn't have a specific super pops mode, however there is still a
    way you can boost the points you get off the mushroom bumpers. You'll notice
    the bumpers look like bombs with timers on them - every time you hit a bumper
    the timer will count down. Once the timer has hit zero, every time you hit that
    specific bumper it'll be worth 500,000 points, so if you manage to get all
    three bumpers into this state you can cash in on points, especially during
    multiball modes. This will reset if you lose the ball.
    
    Ballsavers
    **********
    
    This table does have kickbacks, but they work a bit differently to the other
    tables. If the ball falls down the outlane it'll trigger a "vest", which will
    temporarily turn on the normal ballsaver (that saves your ball if you lose it
    immediately after launching). The effect is the same as the normal ballsaver
    too, the ball will be launched again automatically from the normal start point.
    Lighting all of the BOMB letters, located on the right side of the table will
    re-enable the outlane ballsavers if they have been used. The BOMB letters can
    be cycled with the right flipper.
    
    Extra ball
    **********
    
    Light the BOMB letters multiple times without re-enabling the ballsavers to
    light the extra ball. Shoot the power plant to collect it.
    
    =====================
    === 5.5 Mutation! ===
    =====================
    
    This is a laboratory experiment themed table. This table features a choice of
    skill shots and a movable ramp, but doesn't have the combo system the other
    tables do. It can be a difficult table to achieve a good score on.
    
    Bonus multiplier
    ****************
    
    Light the DNA lights in the top centre of the table. The reward alternates
    between increasing the bonus multiplier and increasing the biohazard
    percentage.
    
    Standard multiball
    ******************
    
    This is the hardest table to trigger multiball on, in my opinion. You need to
    shoot the air duct, which is the hardest lane to hit on this table, and then
    use the secondary flipper to light all three green lights directly above it
    (these lights can be cycled with the right flipper). Once all three are lit,
    you need to hit the ball into the centre tube thing so it's taken up and into
    the hole in the corner. That will light the lock. Once lock is lit, shoot the
    left orbital or the accelerator to lock the ball. Do this three times and
    multiball will start. The table actually starts you off with all three little
    green lights lit already, so at least all you need to do to light the lock for
    the first ball is hit it into the centre tube. Locking ball two and three,
    you need to do it the long way.
    
    Unlike the other standard multiball modes on other tables, this one isn't
    timed - so if you are skilled in keeping more than one ball in play for an
    extended period of time you can really cash in and the difficulty in
    activating it in the first place is justified.
    
    2-ball
    ******
    
    It's heaps easier to trigger the 2-ball on this table than it is to get the
    multiball, but it still involves shooting the air duct. Shoot the ball in there
    then hit the ball on the tip of the secondary flipper to shoot it around the
    loop past the duplicator five times. Do it a sixth time and 2-ball will start.
    
    Skill shot
    **********
    
    This table has a unique skill shot. Before you launch the ball you're given
    a choice to go for the accelerator (1 million), the atom smasher (3 million)
    or the air duct (10 million). Obviously the accelerator is the easiest to shoot
    for but gives you the least points. The choice is yours. This skill shot has
    fixed values that do not increase.
    
    Accelerator orbit
    *****************
    
    This is as close as this table gets to a combo. Shoot the accelerator or the
    biohazard ramp then shoot the accelerator and the ball will be automatically
    pushed through, scoring you bonus points (roughly 1 million). The accelerator
    is also briefly enabled if the ball simply passes down the left inlane.
    
    There also appears to be a similar shot available on the air duct if you shoot
    the cyclotron or if the ball passes down the right inlane - however this is
    an extremely hard shot to make, and the few times I have managed to do this,
    it didn't appear to do anything, so I'm not sure about this one.
    
    Store room mystery
    ******************
    
    Hit the targets on both sides of the store room entrance to enable the mystery
    prize, then shoot the store room to claim it. This will give you a random award
    such as lighting a special mode, increasing biohazard value, lighting toxic
    spores or awarding you points. The targets are not flipper cycleable.
    
    Mutate missions
    ***************
    
    Light up all of the MUTATE letters to light start mode at the control centre,
    then shoot the control centre to start the mode. The table actually starts
    you off with a mission already lit and ready to go. The MUTATE letters are not
    flipper cycleable. Attempt all six modes (you are not required to complete
    them) and Outbreak will become available - a 4-ball multiball mega scoring
    mode.
    
    Be very careful when shooting the control centre as if you're only slightly off
    with your aim the ball has a very good chance to bounce straight back right
    between your flippers.
    
    Modes:
    
    - Red Alert
    - Atom Smashing
    - Feed the Beast
    - High Voltage
    - Radiation Leak
    - Mutation
    - Outbreak (unlocked when all others are attempted)
    
    Toxic spores
    ************
    
    This is a special mode that is separate from the Mutate missions. This mode is
    initialised by raising the biohazard level to 100%. There are a number of
    things you can do to raise the biohazard level - you can shoot the biohazard
    ramp several times, you can light the DNA letters, you can hit the atom smasher
    a couple of times and you can be awarded it as a mystery prize. Once the
    biohazard level reaches 100%, the mode will become available. Shoot the waste
    chute to activate it. If you are skilled, you can score very well here. Toxic
    spores can also be lit straight away sometimes as a store room mystery award.
    
    Video mode
    **********
    
    This table has one video mode, separate from the other modes. Shoot the atom
    smasher enough times and it will become available, then shoot the waste chute
    to activate it.
    
    Note that there seems to be a bug on this table here - if the store room
    mystery is lit when you hit the atom smasher on the time that should activate
    the video mode, instead of lighting the video mode it'll award you one million
    points instead (which is a far worse deal as you can score a lot more than
    that in the video mode). My best guess is the game gets confused and thinks
    you've hit the targets on either side of the store room again (which also
    awards one million if the mystery is already lit). To avoid the bug, make sure
    the store room mystery is not lit when you hit the atom smasher.
    
    Super pops
    **********
    
    Super pops can be lit either by shooting the biohazard ramp enough times (about
    ten times) or as a store room mystery award. Once lit, hit the ball into the
    mushroom bumpers to activate it. While active, you'll score 500,000 points
    every time the ball hits a bumper. This resets if you lose the ball.
    
    Also this isn't specific to super pops but this is the best place to mention
    it: Beware that the ball has a pretty good chance of cannoning off the bumpers
    at an angle that'll send it straight between your flippers with no chance of
    recovering it.
    
    Secret passage
    **************
    
    While hitting the mushroom bumpers, the ball can sometimes go down a hidden
    lane and drop out of the air duct. This is worth 250,000 points and will
    increase in value by 125,000 the more times you find it. The value resets if
    you lose the ball. You'll also get a score added to your bonus if you find it.
    
    Slime bonus
    ***********
    
    Various things you do will increase the slime bonus, and if the ball falls
    down the right outlane you'll collect it. Don't deliberately aim for it though,
    the score is not worth losing a ball for - unlike the Duke Nukem table, this
    does not function like an extra kickback. The slime bonus is lit once the ball
    passes down the right inlane at least once. The slime bonus can also sometimes
    be awarded as a store room mystery prize.
    
    Kickback
    ********
    
    This table only has one kickback, on the left outlane. It will carry the ball
    up and shoot it out of the store room onto the right flipper. Light both of the
    inlane lights at the same time (one on each side) to re-enable it once used.
    The inlane lights toggle on and off every time the ball passes over them.
    
    Extra ball
    **********
    
    Getting the extra ball on this table is a bit of a complicated process. First
    you need to shoot the control centre when start mode is not lit - this will
    move the entrance to the biohazard ramp onto the cyclotron ramp. Shoot the
    cyclotron and the red number next to it will be decreased by two. The ramp
    will move back onto the biohazard ramp after this so you'll need to repeat
    this process until the red number next to the cyclotron reaches zero. Once it
    reaches zero, shoot the atom smasher to collect the extra ball.
    
    
    ======================
    === 5.6 Duke Nukem ===
    ======================
    
    A Duke Nukem themed table...duh! This table has two distinct special mode
    types, areas of the table that are locked off, unique pickups and enemies
    that pop up on the table from time to time.
    
    Bonus multiplier
    ****************
    
    Light up the two lights in the top centre of the table, directly above the
    mushroom bumpers. These can be cycled with either flipper. You'll generally
    need to rely on the ball bouncing up off the mushroom bumpers to light them as
    deliberately hitting the ball up to them is very difficult.
    
    Standard multiball
    ******************
    
    Shoot the far left ramp three times to destroy the barrels, then shoot it
    again to put the ball on a small elevator and have it drop into a separate
    play area. A bad guy will appear and you need to kill him by hitting him with
    the ball using the secondary flipper. Kill four of them and the ball lock will
    open, shoot the ball into the golden tube and it'll be locked. Do that two more
    times and you'll trigger multiball. You only need to destroy the barrels once -
    they stay destroyed even if you lose the ball. You also need the red keycard to
    use the ball elevator. This multiball is not timed as lasts as long as you can
    keep more than one ball in play.
    
    Keycards
    ********
    
    Hit the KEY and CARD lights on either side of the left vent to obtain a
    keycard. These lights can be cycled with the left flipper. You'll always
    receive the keycards in the order: red, blue, yellow. The red card gives you
    access to the elevator where you can lock balls away. The blue keycard gives
    you access to the teleporter next to the right vent that enables select pickup
    at the right vent. The yellow keycard pushes the ball through the golden tube
    and onto the secondary right flipper from the far right lane, that enables you
    to make certain shots easier and increases the jackpot value during multiball.
    You can also be awarded a keycard as a mystery prize. Generally speaking it's
    a good idea to get all three keycards early.
    
    Mystery
    *******
    
    Shoot the blue ramp or the left vent a number of times to light the mystery at
    the right vent. Shoot the right vent to be awarded a random prize such as
    increasing bonus multiplier, a keycard, growing the duke bonus or lighting a
    special mode.
    
    Spinner
    *******
    
    This is the only table in the game with a spinner. Shoot the ball through it
    and you'll earn points every time it spins around. It starts at 65,000 and the
    value can be increased by shooting the right vent multiple times.
    
    Missions
    ********
    
    Shoot the red ramp a number of times to light a special mode mission, then
    shoot the left vent to start a mission. Once all six missions have been
    attempted (you are not required to complete them), Final Duke is enabled - a
    4-ball multiball where you can score mega points.
    
    Modes:
    
    - Come Get Some!
    - Let God Sort 'Em Out
    - Nukem Til They Glow
    - Blast 'Em Into Space
    - Hail to the King, Baby!
    - More Guts, More Glory
    - Final Duke (unlocked when all others are attempted)
    
    Pickups
    *******
    
    Unique to this table are pickups. Hit the three switches above the yellow
    lights around the centre of the table to the left of the blue keycard
    entrance. These switches are not cycleable. Once all three lights have been
    lit, a random pickup will appear on the table. The pickup will stay there even
    if you lose the ball. Hit the ball into the pickup to collect it. Once you have
    at least one pickup, shoot the blue keycard teleporter to enable select pickup,
    then shoot the right vent. Select the pickup you want to use and this will
    start a special mode. However, there is no ultimate mode that is enabled if you
    attempt all of the pickup modes. If you light all three lights when you
    already have all of the pickups, you'll be awarded 5 million points.
    
    By far the best pickup to get here is the jetpack. Once you have the jetpack,
    shooting the blue ramp will allow the ball to fly over the broken part of the
    ramp and travel the full length, which awards you with a pretty crazy roughly
    18 million points every time you manage to hit it. The other pickups don't
    seem to have any kind of affect on the table itself during normal play.
    
    Once you use a pickup, it can reappear on the table by hitting the three
    yellow lights again.
    
    Modes:
    
    - Holoduke
    - Night Vision
    - Jetpack
    - Scuba Gear
    - Steroids
    - Atomic Health (not actually a mode, this awards an extra ball)
    
    Video modes
    ***********
    
    This table has two video modes that are separate from the special mode
    missions. These can be lit a few different ways: By lighting the KEY and CARD
    targets multiple times, by lighting the targets on either side of the red ramp
    entrance multiple times, or by killing a number of those aliens that randomly
    appear on the table. Shoot the left vent to initiate the mode.
    
    - Tug of War
    - Teleporter Gallery
    
    The video modes will alternate every time you light the mode. Beating the pigs
    in tug of war will light the duke bonus.
    
    Duke bonus
    **********
    
    Doing various things on the table will increase the duke bonus. Successfully
    completing the tug of war video mode will light the duke bonus on the right
    outlane. Unlike on Mutation!, this effectively acts as a second kickback - if
    the ball falls down the right outlane you'll collect the bonus and the ball
    will be returned to you.
    
    Kickback
    ********
    
    This table has one kickback - on the left outlane. This functions basically
    the same as a traditional kickback...the ball will fall down the outlane then
    be immediately fired back out. Hit the targets on either side of the entrance
    to the red ramp to relight it.
    
    Extra ball
    **********
    
    Collect the atomic health pickup, light select pickup by shooting the blue
    keycard teleporter, shoot the right vent and select atomic health.
    
    
    6.0 Cheats
    -------------------------------------------------------------------------------
    
    What, you want cheats? Okay, fine, here are some cheats. Be warned though that
    if you use *any* cheat, you will be unable to record a high score. For this
    reason, you should probably only use these to familiarise yourself with
    everything a table has to offer and to practice special modes, so when you play
    without cheats for serious you'll know how to maximise your score.
    
    To use these cheat codes during the game, press the "Print Screen" key either
    while the ball is in play or paused then type the code in on the line provided.
    If the code worked, the game will say "Yes, Master" and show a message.
    
    If you keep pressing Print Screen without entering anything, the genie will
    start getting annoyed with you until he refuses to accept any inputs at all.
    
    Barbarian
    
    grand canyon = Ball blocker on/off
    last legs = Set to final ball
    morlock = Time increased
    eloi = Time reduced
    pitchfork = Points added
    whodunnit = Gift of the gods
    bucket = Death Savers lit
    couch potato = Video modes ready
    freakshow = Extra ball lit
    dry = Earth mode
    cool = Air mode
    hot = Fire mode
    wet = Water mode
    yorick = Portal mode
    new york = Citadel ready
    t-minus 1 = Diamond mode
    t-minus 2 = Sapphire mode
    t-minus 3 = Ruby mode
    t-minus 4 = Opal mode
    t-minus 5 = Emerald mode
    t-minus 6 = Blade mode
    triplets = 3-ball ready
    warp core = Powerball enabled
    
    Darkside
    
    grand canyon = Ball blocker on/off
    last legs = Set to final ball
    morlock = Time increased
    eloi = Time reduced
    pitchfork = Points added
    whodunnit = Decision ready
    bucket = Kickbacks recharged
    couch potato = Video modes ready
    evil twin = 2-ball ready
    freakshow = Extra ball lit
    nerf gun = Super cannon ready
    popcorn = Super pops lit
    roach motel = Crawler attack lit
    t-minus 1 = Target practice ready
    t-minus 2 = Bug hunt ready
    t-minus 3 = Guard duty ready
    t-minus 4 = Xenophobia ready
    t-minus 5 = Meteor storm ready
    t-minus 6 = Rescue ready
    t-minus 7 = Showdown ready
    t-minus 8 = Final assault ready
    triplets = 3-ball ready
    warp core = Powerball enabled
    
    Firestorm
    
    grand canyon = Ball blocker on/off
    last legs = Set to final ball
    morlock = Time increased
    eloi = Time reduced
    pitchfork = Points added
    whodunnit = Mystery lit
    bucket = Kickbacks relit
    couch potato = Video modes ready
    evil twin = 2-ball ready
    freakshow = Extra ball lit
    road rage = Car chase ready
    t-minus 1 = Countdown
    t-minus 2 = Freeway chaos
    t-minus 3 = Bomb Scare
    t-minus 4 = Waterfront mode
    t-minus 5 = Airport mode
    t-minus 6 = Subway Alert
    t-minus 7 = Arson Attack
    t-minus 8 = Firestorm
    triplets = 3-ball ready
    warp core = Powerball enabled
    
    Mutation!
    
    grand canyon = Ball blocker on/off
    last legs = Set to final ball
    morlock = Time increased
    eloi = Time reduced
    pitchfork = Points added
    whodunnit = Mystery award lit
    bucket = Kickbacks relit
    couch potato = Video modes ready
    evil twin = 2-ball ready
    freakshow = Extra ball lit
    popcorn = Super pops lit
    toadstool = Toxic Spores lit
    t-minus 1 = Red Alert lit
    t-minus 2 = Atom smashing lit
    t-minus 3 = Feed the Beasts lit
    t-minus 4 = High Voltage lit
    t-minus 5 = Radiation leak lit
    t-minus 6 = Mutation lit
    t-minus 7 = Outbreak lit
    triplets = 3-ball ready
    warp core = Powerball enabled
    
    Duke Nukem
    
    grand canyon = Ball blocker on/off
    last legs = Set to final ball
    morlock = Time increased
    eloi = Time reduced
    pitchfork = Points added
    whodunnit = Mystery ready
    bucket = Kickbacks recharged
    couch potato = Video modes ready
    freakshow = Extra ball lit
    gatekeeper = All keys
    meat market = Pickups
    t-minus 1 = Come get some mode
    t-minus 2 = Let god sort'em out mode
    t-minus 3 = Nukem' till they glow mode
    t-minus 4 = Blast 'em into space mode
    t-minus 5 = Hail to the King, Baby mode
    t-minus 6 = More guts, more glory mode
    t-minus 7 = Final Duke mode
    triplets = 3-ball ready
    warp core = Powerball enabled
    
    7.0 Acknowledgements and Credits
    -------------------------------------------------------------------------------
    
    3D Realms/Apogee and Wildfire Studios for bring us this great pinball game way
    back in 1997!
    3D Realms for providing the cheat codes (they were taken straight off their
    site)
    Myself, for writing this guide :)
    
    If you have any questions, comments or suggestions about this FAQ, feel free
    to email me.
    
    Copyright 2017 by White_Pointer

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