Balls of Steel PC Table Rules and Strategies FAQ
Copyright 2017
Version 1.02
Written by White_Pointer

e-mail: [email protected]

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