Black Knight: Sword of Rage pinball rules and strategy
The Strategy
Black Knight: Sword of Rage builds Battles at center shots and Triple Knights Challenge at Light Lock and Shield saucer. Hit a center shot once (then one more per Battle played), shoot center ramp, then saucer to start. Hit Light Lock before each saucer lock; take the third during Battle, then collect POWER at center target when lit.
The goal
Use the center ramp and Shield saucer for a Battle, Light Lock and the saucer for multiball, or complete W-A-R for a faster route.
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How to start a mode
Hit any of the three center shots (the flail, center target, or Shield) until the center ramp lights. Shoot the ramp to raise the Shield, then shoot the saucer behind it to start the Battle.
Recommended mode: The displayed Battle
Choose the Battle first so it can run with Triple Knights after the third lock.
How to play it
Shoot the colored arrows shown for the active Battle; each Battle uses a different sequence. After it starts, hit Light Lock and shoot the Shield saucer for the third lock.
Start Triple Knights Challenge
Hit the Light Lock target beside the Shield, then shoot the Shield saucer to lock a ball. Repeat the target-and-saucer pair until the third lock starts Triple Knights Challenge.
Alternative route: WAR
Use this when the center hurry-up shots are working.
▶Complete the W-A-R lanes, then shoot the three lit center hurry-ups.
Need to know
Main route
Stack a battle▶ with Triple Knights Challenge.
Long goal
Complete battles to add K-N-I-G-H-T letters.
Safer fallback
Preserve battle▶ progress: Use this plan when the center shots do not return safely.
Black Knight: Sword of Rage lets a Battle continue into Triple Knights Challenge. Hit a center shot once (then one more per Battle played), shoot center ramp, then Shield saucer to start; hit Light Lock before each saucer lock and take the third during Battle. When POWER lights at center target, collect it for 2x Battle scoring and easier Battle rules.
The goal
Collect two Triple Knights Challenge locks, start a Battle▶, then light and collect the third lock during the Battle and use POWER to simplify and double it.
Hit the Light Lock target beside the Shield, then shoot the saucer behind the raised Shield to lock a ball. Repeat the target-and-saucer pair once, then leave the third lock unlit.Hit the Light Lock target beside the Shield, then shoot t…
The third collected lock starts Triple Knights Challenge, so collect only two before the Battle▶.
Make the required lit center progress shots until the center ramp is lit. Shoot that ramp to raise the Shield, then shoot the saucer to start the Battle▶.Make the required lit center progress shots until the cen…
Use this route while the third Triple Knights lock is still unlit.
Build the Sword meter with the right drop targets and switch hits. When the center POWER target lights, leave it ready for the stack.Build the Sword meter with the right drop targets and swi…
POWER makes the running Battle▶ easier and doubles its scoring.
After the Battle▶ starts, hit Light Lock and shoot the Shield saucer for the third lock.After the Battle starts, hit Light Lock and shoot the Shi…
The third lock starts Triple Knights Challenge while the running Battle▶ continues.
During ball save, hit the lit POWER target. Complete the safer Battle▶ shots first, then collect the multiball jackpots and its ramp hurry-up sequence.During ball save, hit the lit POWER target.
Use the display's lit shots and counts; later qualifications require more progress.
Top-player proof
Bowen Kerins prepared two Triple Knights Challenge locks, started a Battle▶, collected the third lock during the Battle▶, and used POWER on the combined feature.
↪Fallback: Preserve battle▶ progress
Use this plan when the center shots do not return safely.
Use the left or right orbit to regain control; Shoot a target on the same side as the active flipper, often from near the flipper base and behind the nearby slingshot.BackhandShoot a target on the same side as the active flipper, often from near the flipper base and behind the nearby slingshot.Read the full Backhand technique the other shots when possible.
Keep battle▶ progress across balls.
Start Triple Knights Challenge without a full Sword when a modest score is enough.
Hit the right-side targets to keep Magna-Save ready.
↔Alternative: WAR comeback
Use this plan when you need a faster score and the center shots are working.
Complete the W-A-R lanes.
Shoot the three lit center hurry-ups, then shoot the center target to complete the round.
Repeat W-A-R as its values rise.
↔Alternative: Mode-first KNIGHT Multiball
Use this plan when the battle▶ shots are repeatable but the Light Lock target and Shield locks return dangerously.
Make the required center-shot hits to qualify Three successful shots award a K-N-I-G-H-T letter. Eight complete the battle.Wicked CavernThree successful shots award a K-N-I-G-H-T letter. Eight complete the battle., shoot the center ramp, then shoot the Shield saucer to start it. Alternate its lit left-side and right-side shots.Wicked Cavern setup details
Three successful shots award a K-N-I-G-H-T letter. Eight complete the battle.Wicked CavernThree successful shots award a K-N-I-G-H-T letter. Eight complete the battle.: Three successful shots award a K-N-I-G-H-T letter. Eight complete the battle▶.
When SUPER lights at the center target, start the Right-spinner progress lights one untimed scoring feature at the center target. The left lane raises the value of every active Super Mode.Super ModeRight-spinner progress lights one untimed scoring feature at the center target. The left lane raises the value of every active Super Mode.. Boost it at the left lane only while that return stays controlled.Super Mode scoring details
Right-spinner progress lights one untimed scoring feature at the center target. The left lane raises the value of every active Super Mode.Super ModeRight-spinner progress lights one untimed scoring feature at the center target. The left lane raises the value of every active Super Mode.: Right-spinner progress lights one untimed scoring feature at the center target. The left lane raises the value of every active Right-spinner progress lights one untimed scoring feature at the center target. The left lane raises the value of every active Super Mode.Super ModeRight-spinner progress lights one untimed scoring feature at the center target. The left lane raises the value of every active Super Mode..
Finish the battle▶. Use later battle▶ letters or a completed WAR hurry-up▶ to finish K-N-I-G-H-T. Do not start KNIGHT while a valuable timed battle▶ is still running.
Shoot the left spinner lane for Playfield scoring follows the number of active balls, up to 3x. Its multiplier can raise the Magna-Save Super Jackpot.KNIGHT MultiballPlayfield scoring follows the number of active balls, up to 3x. Its multiplier can raise the Magna-Save Super Jackpot.. Keep three balls alive, then use Magna-Save to cash the active Super Modes.KNIGHT Multiball scoring details
Playfield scoring follows the number of active balls, up to 3x. Its multiplier can raise the Magna-Save Super Jackpot.KNIGHT MultiballPlayfield scoring follows the number of active balls, up to 3x. Its multiplier can raise the Magna-Save Super Jackpot.: Playfield scoring follows the number of active balls, up to 3x. Its multiplier can raise the Magna-Save Super Jackpot.
◆Builds toward: King's Ransom and Black Castle▶
Complete Battles to add K-N-I-G-H-T letters. Complete the word once to start classic Playfield scoring follows the number of active balls, up to 3x. Its multiplier can raise the Magna-Save Super Jackpot.KNIGHT MultiballPlayfield scoring follows the number of active balls, up to 3x. Its multiplier can raise the Magna-Save Super Jackpot..
Complete K-N-I-G-H-T a second time to qualify King's Ransom. Follow the lit start shown by the installed display.
Win all five Battles to qualify Black Castle and Rage Multiball. Follow the lit start shown by the installed display.
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Pro / Premium differences
Pro: This upper-playfield multiball is not available. Premium / LE: The upper Catapult can qualify and start Catapult Multiball, adding another feature to the stack.Catapult MultiballPro: This upper-playfield multiball is not available. Premium / LE: The upper Catapult can qualify and start Catapult Multiball, adding another feature to the stack.Pro: This upper-playfield multiball is not available.Premium / LE: The upper Catapult can qualify and start Pro: This upper-playfield multiball is not available. Premium / LE: The upper Catapult can qualify and start Catapult Multiball, adding another feature to the stack.Catapult MultiballPro: This upper-playfield multiball is not available. Premium / LE: The upper Catapult can qualify and start Catapult Multiball, adding another feature to the stack., adding another feature to the stack.
Sources and references9 references9 source links and outbound references.