Quick Links:
[Official Rulesheet]
- Game Information
- Layout
- Modes of Play
- Character Selection/Leveling Up
- Skill Shots
- The Campaign Map
- Dungeon Crawls
- Multiballs
- Other Scoring
- Wizard Modes
Game Information & Overview:
- Lead Designer: Brian Eddy
- Code/Rules: Dwight Sullivan, Corey Stup, Elizabeth Gieske, David Sullivan
- Lead Mechanical Engineer: Thomas Malcolm
- Artwork: Vince Proce
- Display and Animations: Paul Chamnankit
- Sound Design: Jerry Thompson
- Release Date: February 2025
- Wiki Rulesheet based on Code Rev:
- Edit the Code revision, if applicable, when you make changes
- Current code version: 0.89 (Released April 2, 2025)
- Original Wiki Rulesheet hosted on Tilt Forums
Dungeons & Dragons: The Tyrant’s Eye is the fourth Brian Eddy-designed pinball machine following his return to Stern in 2019. Tiamat, a once-banished five-headed dragon, plans to spread darkness across Faerun. Players choose their class and embark on a journey to stop the threat. This machine features the PinSave feature, allowing players to resume playing from where they left off last game if they are using Insider Connected.
Layout:
Pro
Premium/LE
Playfield features exclusive to the Premium/LE models include:
- Rath dragon head has two axis movement instead of up/down.
- Rath sculpt will eject pinballs at the start of Dragon Multiball.
- A pop-up scoop will raise out of the playfield to capture a ball and start Dungeon Crawl mode, and as a featured shot in other modes.
Modes of Play:
These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:
- Standard:
Standard play starts a new campaign. Players logged into Insider Connected can resume a saved campaign for a character, or use the saved character in a “one-shot” new campaign by holding the action button on the character select screen. One-shot campaign progress is not saved.
See sections below for full game rules/details.
-
Competition:
Shows an message in game saying Competition no saved progress
Disables loading progress
Legendary Glass Sword of Unmaking Disabled
Uses an constant random seed -
Cooperative/Team Play:
Players can play in different team player count configurations (1v3, 2v2, etc.) with shared team scores. Participants that log into Insider Connected can use saved characters from their account, although campaigns always start at the beginning and do not save progress. The first player of the team selects the starting city for the rest of the team’s players.
- DJ Mixer
NOT a gameplay mode. This mode operates like a jukebox, allowing you to play the music featured in the machine, including a number of specific playlists.
- The Playlists include:
- All Tracks: All the songs.
- Battle Tracks: The songs used in battles.
- Town and Travel Tracks: The songs used in towns and traveling.
- Miscellaneous Tracks: The songs that don’t fit into the previous two
playlists, like menu music and town celebration.
- Fizmo’s Favorites: A calm/upbeat playlist of town tracks mixed
with tavern and shop tracks.
- Rath’s Playlist: A foreboding playlist of all the final battle
tracks plus the dragon tracks.
- Dungeon Master’s Choice: An adventurous playlist of battle tracks
mixed with the main theme, character select and a couple of
others.
- Reset Progress
Clears saved campaign progress, item upgrades, and sets level 1 for all characters for the scanned Insider Connected account. Does not remove access to Bard/Ranger/Barbarian (Needs confirmation).
Recommended after game code updates for balancing changes, although this is not required and characters are currently backwards compatible.
- Prolonged Competition Install
Competition mode default game mode till next reboot.
- Competition Install
Not from the gameplay menu, but the following is changed if a Competition Install is performed from the utilities menu:
Standard settings changed (based on other games with the new default load)
“COMPETITION MODE” to YES
“PLAYER LANGUAGE SELECT” to NO
“TILT_WARNINGS” to 2
“GAME_RESTART” to NO
“COIN DOOR BALL SAVER” YES
“COIN DOOR DISABLE TILT” to YES
“LOST BALL RECOVERY” to NO
“PLAYER GAME MODE” to NO
“ALLOW LEFT+START TO END GAME” to NEVER
“ACTION BUTTON BEHAVIOR” to DISABLED
“USE INSIDER HOME TEAM” to OFF
“EXTRA BALL LIMIT” to NO EXTRA BALLS
“START BUTTON BEHAVIOR” to SINGLE CREDIT
“TARGET GAME TIME” to NO TARGET TIME
“TIMED PLUNGER” to OFF
“FLIPPER BALL LAUNCH” to OFF
Game Settings changed
TBA
Character Selection / Leveling Up:
Select a character at the start of the game by using the right flipper button to cycle through the available options. Each character is assigned a fixed class.
Characters will level up automatically as they gain experience points (XP). This is typically through completing battles, finding treasure, and completing modes/quests. The other three members of the player’s party are level-matched to the player’s character. Equipped items are “copied” to the other party members, although they only impact the Armor Class (AC) or ToHit rolls of the rest of the party.
Character | Class | Perks | Base Stats | Str/Dex/Con/Int/Wis/Cha |
---|---|---|---|---|
Ardor | Dragonborn Paladin | Bonus damage to dragons | 11 HP, 16 AC, 15% Luck, 120 Gold | 18/13/13/11/17/13 |
Anya | Halfling Rogue | More Luck / Treasure | 9 HP, 16 AC, 40% Luck, 130 Gold | 14/18/13/11/15/12 |
Frey Curlyfoot | Dwarf Cleric | Bonus damage to undead enemies | 11 HP, 18 AC, -15% Luck, 110 Gold | 16/14/16/12/19/9 |
Helenir Weavhart | High Elf Wizard | Longer Shield Timer | 7 HP, 13 AC, 15% Luck, 140 Gold | 13/16/12/16/13/12 |
Unlock additional characters by completing the campaign. These unlocked characters are not available in competitive play to prevent unfair advantages between players.
Character | Class | Perks | Base Stats | Str/Dex/Con/Int/Wis/Cha | Unlock Mode |
---|---|---|---|---|---|
Rhyme | Tiefling Ranger | Good with Ranged Weapons | 11 HP, 12 AC, 15% Luck, 140 Gold | 18/13/12/10/11/13 | |
Juniper Amari | Wood Elf Bard | Increased 2x Scoring Timer | 9 HP, 15 AC, 60% Luck, 160 Gold | 11/15/13/13/13/18 | Ritual of the Chosen |
Goregath | Goliath Barbarian | TBD | TBD | TBD | TBD |
The stats are described in the status report as follows:
- Strength: Increases damage dealt.
- Dexterity: Increases armor class.
- Constitution: Increases HP.
- Intelligence: Increases damage from spells.
- Wisdom: Increases time for all timers.
- Charisma: Increases luck.
Insider Connected Save Features:
If the player signs in using Insider Connected, campaign progress with the selected character is automatically saved. Each character’s stats, items, and campaign progress are saved separately. Character level/items/stats are not “shared” between separate campaigns.
Logged in players can choose to start a new campaign with a character that does not have a saved campaign, resume a character’s saved campaign progress, or hold the action button to do a “one shot” and start a new campaign with the saved character from the beginning without saving progress.
For the cooperative game mode, each player’s party members are level and item matched to their selected/loaded character just as if they were playing solo.
Game Features
Skill Shots:
- Short plunge and hit the upper loop.
- Short plunge and hit the switch near the gelatinous cube, either directly by shooting the shortcut loop or with a well-aimed plunge.
- Super skill shot: hit the left eject, then side ramp, then right ramp.
- MXV skill shot: hit the hidden temple shot behind the upper flipper.
The Campaign Map:
The overall campaign progress and the party’s location are represented by the abstracted map of Mid-West Faerûn from the Forgotten Realms setting and the inserts on the playfield located between the slings. The player selects a starting location for their party at the beginning of a new campaign by pressing the left flipper button to cycle through the location options while selecting their character/class. Players can choose to start in Greenest, Westgate, Arabel, or Kobold Town, with the corresponding city insert flashing yellow on the map.
When resuming a saved campaign, a location can’t be selected; the party automatically starts in the last city visited at the end of the previous game.
Plunging the ball will start or resume the campaign with the currently selected character and the selected/last location.
Town Quests/Modes
The quests/modes at each location are depicted using “1”, “2”, and “3” inserts with an Orange, White, Blue, or Purple border. The player must travel between cities to complete the color matched level 1 and 2 modes in either order to unlock the same color level 3 mode in Dragonspear Castle or Gauntlgrym.
Town Dungeons
Once all of the leveled quests at a location are completed, the player can start the location’s Town Dungeon. Town Dungeons are multiple phase modes, and lock the player out of any multiballs or other features that they could otherwise start during the level 1 / 2 / 3 modes.
After completing each phase of the Town Dungeon, players can hit green shots to heal if they have taken damage and have healing potions, or hit the center spinner shot while the yellow arrow is lit to advance to the next phase. The arrow will timeout after a period of time, which can repeat the prior phase or require hitting a dragon target to relight.
A treasure chest is lit at the left kickout after each Town Dungeon phase.
Completing any Town Dungeon qualifies Darkhold for a bonus round.
Quest completion
Completed modes and cities are lit solid red if the mode/dungeon was failed or green if it was cleared successfully. There are currently no penalties for failing most campaign modes, but if the player loses a level 3 mode, they will miss out on their associated artifact.
Note: Completed modes cannot be repeated whether completed or failed
Location Quests / Modes:
Greenest:
The Orange and White town quests/modes in Greenest have two options. Players can choose to do either the White 1A or 1B, and Orange 2A or 2B options, but not both A and B options for the same color in the same campaign. There does not currently seem to be any main advantage or drawback with either option.
- (White 1A) Attack the Dwarves - Attack the dwarves to help Balinor
- Battle with Dwarves. Hit red shots to damage dwarves, or white shots to collect Ore.
- (White 1B) Remove the Dwarves - Escort the dwarves out of town to help Balinor
- Battle with Yuan-Ti. Hitting red shots will damage Yuan-Ti, and white shots will rescue dwarves.
- (Orange 2A) Help Kobolds Defend the Caravan - Stop the Yuan-Ti from taking the caravan
- Battle with Yuan-Ti. Hitting red shots will damage Yuan-Ti, and orange shots will collect Ore.
- (Orange 2B) Attack the Kobold Caravan of Ore - Help the Yuan-Ti take the caravan from the Kobolds
- Battle with Kobolds. Hitting red shots will damage Kobolds, and orange shots will collect Ore.
- (Blue 2) Abandoned Farm - Investigate the strange activities
- Investigate the farm by clearing shots lit with blue arrows. Clearing a shot will find nothing and award points or find monsters and start a battle with a single Nothic. Hit a cyan shot after the battle to successfully complete the mode.
Town Dungeon:
- Undead Cult of the Dragon
- Phase 1 - Battle with Cultists
- Phase 2 - Shoot the dragon 3-bank to light yellow shots to search through the dungeon. After three yellow shots, the center spinner can be hit or the player can keep scoring yellow shots.
- Phase 3 - Battle with Cultists
Travel Destination Options: Dragonspear Castle, Darkhold, Westgate
Westgate:
- (Blue 1) Zombie Sailors - Stop the zombies from attacking Westgate
- Single phase battle with zombies
Town Dungeon:
- Trouble on the Dock - Investigate what is happening on the galleon
- Phase 1 - Battle with Yuan-Ti on the docks. Killing a Yuan-Ti will light the dungeon shot to advanced to the next phase
- Phase 2 - Battle with Yuan-Ti Malison in the galleon. Killing two enemies will light the dungeon shot to escape and finish the mode.
Travel Destination Options: Greenest, Darkhold, Arabel
Arabel:
- (Purple 1) Retrieve a Potion for Nighdaar - Help Nighdaar with the war of dragons
- Series of 3 hurry up shots. Starts at the middle spinner shot, then left orbit, then side ramp. If you wait long enough the shots will “spread out” in each phase. Finish by shooting a cyan arrow.
Town Dungeon:
- The Crypt Beneath the Temple of Tymora - Rescue Diego Stormbeard
- Phase 1 - Battle with ~13 Giant Rats, 3-4 initially. If the dungeon advance shot times out after the battle, the player must repeat the battle.
- Phase 2 - Battle with Ooze. Shots move from right, to center, to left to deal damage. After defeating the Ooze, shoot an orange shot to rescue Diego on a hurry-up timer or yellow shot to increase the value. Then end at a cyan shot.
Travel Destination Options: Westgate, Darkhold, Kobold Town
Kobold Town:
- (Orange 1) Rescue Missing Miners - Investigate why there are missing Kobold miners
- Battle with single Bulette. Hitting orange roaming shots rescues Kobolds and awards 5M + 500k points per Kobold. Defeating the Bulette or rescuing four Kobolds ends the mode.
- (White 2) Break Into the Kobold Vault - Help Balinor retrieve his missing breastplate
- Hit 5 white shots, or drain, to start a battle with a Spectator.
- (Purple 2) Spy On Puck - Nighdaar thinks something is going on in Kobold Mining Town
- Stealth Mission - All shots are lit with purple arrows. Mode completion requires hitting 10 purple shots. Hitting a shot will clear it for a period of time and light 2x progress for the next shot, and hitting slings reduces the stealth meter. Reaching 0% stealth starts a battle with two Kobold Guards and removes purple shots until the battle is complete.
Town Dungeon:
- Mystery at the Bottom of the Mine
- Phase 1 - Stealth Mission - Hit 4 shots, or starts battle with Bulette if stealth is lost.
- Phase 2 - Battle with Xorn. Neighboring damage shots will roam around the playfield. Hitting a shot will stun the Xorn and prevent the shots from moving for a period of time.
- Phase 3 - Destroy the Obelisk/Gargoyle battle. Battle starts with two Gargoyles. Gargoyles will continue to individually respawn into the battle, progressively getting more powerful each time. Switch hits will light the center spinner to do damage to the obelisk. Requires 10, then 50, and another 50 switch hits. Three hits to the Obelisk completes the mode successfully.
Travel Destination Options: Darkhold, Arabel, Gauntlgrym
Darkhold:
Travel to Darkhold must first be enabled by completing any town dungeon mode.
- Bonus Round: Goblin Portal - Fight an infinite number of goblins. The bonus round has an unlimited ball save and behaves the same way as a normal battle would. The mode only ends if you tilt out of it, or if all four of your party members die.
Travel Destination Options: Dragonspear Castle, Gauntlgrym, Greenest, Kobold Town, Westgate, Arabel
Dragonspear Castle:
- (Orange 3) - Prison Break
- Phase 1 - Battle with single Undead Cultist
- Phase 2 - Shoot the center spinner to light shots. Hit four lit shots before the timer expires to complete the mode successfully.
- (Blue 3) - The Graveyard of Dragonspear Castle
Town Dungeon:
- The Lich of Dragonspear Castle - Work your way down to Sammaster’s Lair and defeat him
- Phase 1 - Battle with two Trolls in two waves. Hit yellow shots to set a trap for 500k, and then the blinking dungeon standup to damage the troll. Hitting the Critical Hit captive ball twice spots a trap set shot. Requires two trap sets to defeat a Troll, they do not die to standard red shot damage or ranged attacks. It is also possible to set both traps before triggering to kill a Troll faster. The dungeon shot will light after both trolls are defeated. Hit a dragon stand-up target to relight the dungeon shot if it times out.
- Phase 2 - Battle with X skeletons. All shots are lit red. Hitting a shot either instantly defeats a skeleton decoy and awards 5,000 points, or does damage to the real skeletons. Watch the arrows to see which shots flash to attack to identify the actual skeletons. The “real” skeletons are able to attack, and can move after each attack.
- Phase 3 - Ranged battle with Abishai. Start the mode by hitting the red shot with a ranged attack. Hit the yellow shot on the left kickout to load a silver arrow, then hold the action button to hit the red shot with a ranged attack. Then hit the left orbit for the Gelatenous Cube ramp, and a second ranged attack on the right orbit to finish the battle and advance to the next phase.
- Phase 4 - Battle with the Lich Sammaster. Shoot flashing dragon or dungeon standup targets to do a “Perception Check” for the nearby shots or blindly shoot shots to guess his location. Arrows will flash red if the Lich is there or white if not. Sammaster will disappear and move after dealing damage. Winning the Phase 4 battle, players are presented with options to “Stay and fight Sammaster” or “Go after the scepter”:
- Stay and fight Sammaster - Continue the battle with Sammaster
- Go After the Scepter - Battle with one wave of 3 Yugoloths. Hit yellow shots to disarm a trap before they turn green. Hitting a green shot will do damage to significant damage to the entire party.
Finishing the Sammaster fight or getting the Scepter completes the mode, returns the party to town, and lights 3 blue shots to begin the Ritual of the Chosen wizard mode.
Travel Destination Options: Gauntlgrym, Greenest, Darkhold
Gauntlgrym:
- (Purple 3) - Slaad Assassin
- (White 3) - Acquire the Lifeblood Armor
Town Dungeon:
- The Battle of Gauntlgrym - Stop Balinor from capturing King Raddock
(Currently not implremented as of 0.87)
Travel Destination Options: Dragonspear Castle, Darkhold, Kobold Town
Traveling Between Locations:
The player starts the game in travel mode, with the party moving the location that they pressed with the left flipper at the start of the ball. During travel mode, some shots are lit with blue arrows. Shots will randomly spawn enemies, typically an Owlbear or wolves, or Roper when traveling near Gauntlgrym. Hitting three blue shots, killing all enemies in the battle, or draining will exit travel mode and put the party in the new location.
Once the player reaches the city, they can re-enter travel mode by shooting “choose action” (the same way they would start a location mode), and selecting the city they want to travel to.
Battles:
Battles are the meat of the game and the main way of leveling up your characters. Many of the location modes revolve around battles for their duration, and the player can also encounter random enemies if they are traveling or exploring a dungeon.
During battles, shoot red shots to deal damage. Your party has four members, including your character, and every time you make a lit red shot, each member of the party rolls a D20 to determine the damage output of the shot.
The red arrows will start to flash and progressively get faster to indicate when a monster is about to attack the party to deal damage. Party members will be eliminated and removed from combat if they reach zero HP from taking too much damage. Town modes will end in failure if all four of the party members are wiped out in a battle.
Ranged Attacks:
To deal long-ranged damage, hold the action button. A blue arrow shot will begin moving from the left to right side of the playfield and back. When the button is released, the lit shot at the time that the button was released will be spotted. This rule only applies to battle damage, and cannot be used to spot shots in any other ongoing modes.
Reload: Reload the ranged weapon by making a successful shot on any lane/ramp (whether lit or unlit).
Powerups: Magical items may power up the ranged weapon making it:
- Easier to aim: the roving reticle slows down.
- Multi-shot spread: the shot covers two lanes instead of one.
Stealth Missions:
Stealth missions are a special type of mode that requires performing certain actions with a stealth meter. The meter starts at 100% stealth and decreases each time the ball hits a sling. The decrease amount per sling hit varies by class. From highest to lowest is the Barbarian, Cleric, Paladin, Wizard/Bard, Ranger, then Rogue with the least reduction per sling hit.
If the stealth meter reaches 0%, a battle starts which pauses the main objectives until the battle is completed. Battles are only triggered once per stealth mode, so successfully completing the battle will allow unhindered main objective completion.
Dungeon Crawls:
Light dungeon crawl by hitting the Dungeon standup targets near the right orbit and side ramp, or spot targets by hitting the center spinner. Once lit, start the dungeon crawl mode based on the table model:
- Pro - Hit the spinner again within 15 seconds.
- Premium/LE - Hit the spinner to raise the ball capture mechanism for 15 seconds. Hitting the ball capture starts the mode.
To explore the dungeon, shoot the flashing orange shots to move forward or purple shots to reach a direction choice. For each direction choice, the player can choose between the two or three presented door or hallway options using the respective flipper or action button.
Choosing a direction will discover one of the following:
- A hallway requiring hitting an orange shot
- Another intersection requiring hitting another purple shot
- Enemies triggering a battle. Losing the battle causes the party to be ejected from the dungeon
- A trap (Awards points and ejects the party without advancing level)
- Treasure (Awards Points?XP?Item?, mode ends)
- Stairs down to the next level (Awards points, mode ends)
Players restart the last level reached each time they start the mode without completing it, and are reset back to the first level at the end of each game.
Each dungeon crawl has 5 levels in total with procedurally generated layouts that reset every Sunday.
Multiballs:
Dragon Multiball / Town Celebration Multiball:
Hit the 3-bank standup targets under Rath to spell DRAGON and eventually light this multiball at the right orbit and side ramp (the latter shot is only lit when no other modes are running). The multiball becomes more and more difficult every time it is started; at level 3 the player has to complete DRAGON in one ball without draining!
This is a six-ball multiball mode with an unlimited ball save. All three levels of Dragon Multiball require hitting Rath with a certain number of shots before draining too many balls:
The Dragonborn character perk “better against dragons” reduces the amount of shots it takes to defeat the dragon.
Level 1 - 14 drains vs 9 hits (6 if Dragonborn)
Level 2 - 12 drains vs 10 hits (7 if Dragonborn)
Level 3 - ?
Shoot the 3-bank to spot a DRAGON letter and lower Rath’s head, then hit Rath to score a jackpot built up by the red shots around the playfield, with super jackpots available at the upper loop after spelling DRAGON. Rath will raise his head again after each hit.
If the player fails to defeat Rath, the flippers are frozen to drain all balls in play, and the player’s party remains in the same town with a ball placed in the shooter lane and automatically plunged back into play.
If the player defeats Rath, the game immediately begins Town Celebration Multiball with the remaining balls still in play from Dragon Multiball. The two orbits, side ramp, and right ramp are lit for 1.25M. Collecting them all lights the side loop for a 15M super jackpot.
Draining down to one ball ends the Town Celebration Multiball. After completing Town Celebration Multiball, the next purchase from Fizmo will be 50% off its normal price for that town.
Gelatinous Cube Multiball:
Shoot the left orbit to lower the ramp at its entrance. The first time the left ramp is shot, the gelatinous cube has a 12% chance of holding the ball there; but the second time this process is repeated, the ball will be held at the gelatinous cube magnet.
Once ball 1 has been stuck, a hurry-up value will start decreasing from 5M. The player can either start the multiball by releasing the locked ball, or lock another ball and increase the hurry-up value by 5M by shooting the right orbit. Then, the player can either start multiball or add a fourth ball to the multiball by hitting the left ramp again as the final shot.
During gelatinous cube multiball, the two orbits, side ramp, and right ramp are lit for jackpots worth the scored hurry-up value, which increase by 3M per each jackpot scored to a max of 25M. Collecting them all lights the side loop for a super jackpot worth a set 20M and resets the process.
Critical Hits:
Hitting the captive ball target when lit will spot a shot in the current mode. (Details needed on shot selection preference)
Healing Potions:
Party members will take damage in battle modes as monsters attack. The party is automatically healed when they reach a city or after a mode is completed.
However, if the party has healing potions, they can be used during multi-phase Town Dungeons to restore HP by shooting green shots between phases/levels before moving to the next level. HP healed is impacted by class and level:
- Paladin gets a small bonus to healing amount
- Cleric heals for the max amount
- High level characters doubles healing
A green potion icon on the UI indicates the number of available healing potions carried by the party. Healing potions are collected via:
- Starting the Town Dungeon in Westgate, Greenest, Dragonspear Castle, and Kobold Town will give you 3 potions.
- You can buy 3 Potions from Fizmo if offered.
- Some treasure chests give 3 potions
Fizmo (Shopkeeper):
Earn gold by winning battles, shooting the yellow triangle shots left behind by defeated enemies, and opening up treasure chests found in town dungeons or Dungeon Crawls.
If the player is in a town (Not in a dungeon, mode, or traveling) and has enough gold to purchase an item in the shop, they can shoot the left eject to shop at Fizmo’s. Each town’s shop will contain a set of purchase options from the following list:
- Magical Weapon
- Magical Armor
- Trinket
- Spot Secret Door
- Start 2x Scoring
- Light Tiny’s Dice Game
- Light Dungeon Crawl
- Start Dungeon Crawl
- Bump/Increase the counter in Tiny’s Dice Game
- Bump/Increase the Mimic Hurry-Up starting value
- Bump/Increase the Tavern Brawl jackpot value
- Gems
- Spot Dragon Letter
- 3 healing potions
- +1x Bonus Multiplier
- +3x Bonus Multiplier
- Light Extra Ball
- ? (Shows as sold out in .87 code)
The player can also opt out of making a purchase by selecting the “Pass” option, in which case Fizmo’s will relight the next time the player earns gold. Items will be covered with a “Sold out” indication if the character has reached the purchase limit for that item.
Each town has a different fixed set of items that are updated every Sunday.
Mimic Hurry-Up:
There is a chance that opening an awarded treasure chest is actually a Mimic, which starts the Mimic Hurry-Up mode. The hurry-up score starts at 50M and is collected by shooting the left eject a second time. Starting value can be increased by 5M with a Fizmo purchase.
Tiny's Dice Game:
Qualified by buying from Fizmo in a town shop, or by starting three modes. Once lit, shooting the center spinner starts the timed mode.
Hitting the center spinner collects the spinner value. All other shots are lit to add a small amount of time and are cleared when hit.
Premium/LE Only - The dungeon entrance will pop up and down during the mode. Hitting the entrance will increase the spinner value. Non-spinner shots will all relight when they are all collected
The die counter can loop from 20 back to 1 during the mode.
Artifacts:
Players can collect artifacts by completing level 3 missions in Dragonspear Castle and Gauntlgrym.
There is also one artifact that becomes available for a short time during certain events for players signed in using Insider:
- Legendary Glass Sword of Unmaking: Start Tavern Brawl multiball when this artifact is available to unlock (or add 10 uses if already available, to a max of 20). Kills non-boss enemies in one shot. This is not usable in competition mode.
Hidden Temple (2x Scoring):
Light the hidden temple by shooting the “secret door” bar target in front of it, or by hitting the hidden temple itself, two times; once to start the target flashing, then again in 20 seconds. When lit, shoot the hidden temple to start timed 2x scoring.
Shield (Ball Saver):
The shield is a unique metal bar located between the flippers that saves balls headed straight down the middle. It is activated by pressing the action button when flashing.
Flipping a pinball stopped against the left or right side of the shield will often hit the right ramp or left orbit, respectively.
Relight the action button/shield insert by lighting the set of 4 return lane inserts enough times. 1 return lane completion is required for the first shield increasing by 1 each time, to a maximum of 5.
Extra Balls:
Light extra ball at the right ramp by:
- Starting three map modes
- Starting four dungeon crawls
- Playing Dragon Multiball 3 times
- Buying one from Fizmo
End-of-Ball Bonuses:
- 100k points per town mode completed
- ?k per dungeon crawl
- ?k per multiball played
- 10k per gems
- 15k points per items collected, 100k? per “set” of items
Wizard Modes:
Tavern Brawl (Mini-Wizard Mode):
Tavern Brawl is a two ball multiball mode qualified after completing all of the following:
- Starting dragon multiball
- Starting gelatinous cube multiball
- Starting a dungeon crawl
Once qualified, the mode starts by hitting the center spinner when no other modes are running.
Shooting the center Tavern shot three times will enable 1x, 2x, and 3x Jackpots on the left ramp for a limited time.
The Left Eject, Center Ramp, Right Ramp, and Right Orbit award jackpots starting at 5M + 500k per jackpot.
Hit the bank of three gold standup targets to spell DRAGON. Completing DRAGON will light the upper “shortcut” loop one time to add a ball to the mode and light the super jackpot at the upper loop, one time only.
Prem/LE Only - The Dungeon shot will also raise for a short time after completing DRAGON. Hitting the dungeon shot lights the super jackpot.
Starting Tavern Brawl also awards the Legendary Glass Sword of Unmaking if the event is currently running and you are logged in to IC.
Ritual of the Chosen:
Ritual of the Chosen is a Wizard mode located in Dragonspear Castle that is available after clearing the Town Dungeon mode, Lich of Dragon Spear Castle. Finishing the Town Dungeon, the middle ramp, center shot, and right ramp are lit blue to start this mode.
The mode is a repeating set of tasks across 5 dragon battles. Each level/battle starts with a 15 second timer and unlimited ball saver, where drains subtract 8 seconds from the timer. Shooting green lit shots will “lock” pinballs for the next mode and extends the timer. Starting with level 2, green shots will also heal your party.
Once the timer expires, the ball save stops and a multiball mode with 2 plus any additional locked balls begins. Hit 5 red damage shots to finish the level and move on to the next.
Level 1 - Fight White dragon
Level 2 - Fight Green dragon
Level 3 - Fight Blue dragon
Level 4 - Fight Black dragon
Level 5 - Fight Red dragon
The table will drain all of the balls in play before starting the next level timer, which may play the ball saved animation.
Completing this mode resets the campaign map and unlocks the Bard as a selectable character in future game starts.