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