Cirqus Voltaire pinball rules and strategy
The Strategy
In Cirqus Voltaire, Highwire and Strike-an-Arc can be active before Ringmaster Frenzie starts. Defeat Ringmaster 1, prepare Ringmaster 2, align the third Highwire lock with the fifth left-ramp shot, then defeat Ringmaster 2 while both Multiballs are running. Collect each Jackpot and the left-ramp awards during their grace period.
The goal
Defeat The first WOW needs one hit. This Ringmaster does not start a multiball., prepare Ringmaster 2, start Highwire Multiball and Strike-an-Arc Multiball with one left-ramp shot, defeat Ringmaster 2 to add Quick hole repeats raise the award. The multiball ends when one ball remains., then collect each Jackpot and the grace-period Multiple Jackpots.
Hit any WOW target once to raise The first WOW needs one hit. This Ringmaster does not start a multiball.. Hit the Ringmaster five times. Then shoot the hole to defeat it.
- The first WOW needs one hit. This Ringmaster does not start a multiball.: The first WOW needs one hit. This Ringmaster does not start a multiball.
Spell WOW to raise Ringmaster 2. Hit the Ringmaster five times to expose the finish, but do not shoot the hole.
Complete the LIGHT and LOCK targets around the left ramp. Shoot the left ramp to lock ball 1. Repeat for ball 2.
Count left-ramp shots. Make the third Highwire lock on the shot that completes the first five-ramp Strike-an-Arc requirement.
- Three left-ramp locks start three-ball play. At first, both orbits and the left entrance to the Ringmaster loop score 1,000,000 Jackpots. Later Jackpots move.: Three left-ramp locks start three-ball play. At first, both orbits and the left entrance to the Ringmaster loop score 1,000,000 Jackpots. Later Jackpots move.
- The first start needs five left-ramp shots and launches a second ball. Switches charge the arc. A full arc scores a 500,000 Jackpot. Later Jackpots add 100,000 and need more switches.: The first start needs five left-ramp shots and launches a second ball. Switches charge the arc. A full arc scores a 500,000 Jackpot. Later Jackpots add 100,000 and need more switches.
During the Highwire and Strike stack, defeat Ringmaster 2 to add Quick hole repeats raise the award. The multiball ends when one ball remains..
- A normal Ringmaster multiball can join an active multiball. After a Ringmaster multiball starts, no new multiball can start.: A normal Ringmaster multiball can join an active multiball. After a Ringmaster multiball starts, no new multiball can start.
Shoot the Ringmaster hole repeatedly for 250,000, 500,000, 750,000, and 1,000,000 in quick succession.
- Quick hole repeats raise the award. The multiball ends when one ball remains.: Quick hole repeats raise the award. The multiball ends when one ball remains.
Collect at least one Highwire Jackpot and one Strike-an-Arc Jackpot before the stack ends.
When one ball remains, shoot the left ramp during the short grace period.
- The left ramp awards one Jackpot from each multiball that was active before play returned to one ball.: The left ramp awards one Jackpot from each multiball that was active before play returned to one ball.
Alternative route: Ringmasters all day
Use this plan when the left-ramp locks or exact stack timing are unsafe.
- Spell WOW to raise each Ringmaster, hit it five times to expose its hole, then shoot the hole to defeat it.
- During each normal Ringmaster multiball, make fast Ringmaster-hole combos.
- Defeat the fourth Ringmaster to qualify After the short ball save, a drain re-serves the ball but strengthens the Ringmaster. A win scores 10,000,000 and lights Extra Ball. The mode does not stack..
- Use the magnet ball save. Watch each throw before you repeat the shot.
Need to know
- Main route
- Defeat The first WOW needs one hit. This Ringmaster does not start a multiball..
- Long goal
- Collect nine Marvels: Quick hole repeats raise the award. The multiball ends when one ball remains., one Side Show award, Highwire, Juggler, Defeat All Ringmasters, Acrobats, Menagerie, Boom, and Spin.
- Safer fallback
- Ringmasters all day: Use this plan when the left-ramp locks or exact stack timing are unsafe.
In Cirqus Voltaire, Highwire and Strike-an-Arc can be active before Ringmaster Frenzie starts. Prepare Ringmaster 2, time the third Highwire lock with the fifth left-ramp shot, then defeat Ringmaster 2 while both Multiballs are running. Collect both Multiball Jackpots, the Ringmaster-hole values, and the left-ramp awards during their grace period.
The goal
Defeat The first WOW needs one hit. This Ringmaster does not start a multiball., prepare Ringmaster 2, start Highwire Multiball and Strike-an-Arc Multiball with one left-ramp shot, defeat Ringmaster 2 to add Quick hole repeats raise the award. The multiball ends when one ball remains., then collect each Jackpot and the grace-period Multiple Jackpots.
- Hit any WOW target once to raise The first WOW needs one hit. This Ringmaster does not start a multiball.. Hit the Ringmaster five times. Then shoot the hole to defeat it.
Ringmaster 1 setup details
- The first WOW needs one hit. This Ringmaster does not start a multiball.: The first WOW needs one hit. This Ringmaster does not start a multiball.
- Spell WOW to raise Ringmaster 2. Hit the Ringmaster five times to expose the finish, but do not shoot the hole.
- Complete the LIGHT and LOCK targets around the left ramp. Shoot the left ramp to lock ball 1. Repeat for ball 2.
- Count left-ramp shots. Make the third Highwire lock on the shot that completes the first five-ramp Strike-an-Arc requirement.
Highwire Multiball and Strike-an-Arc Multiball rules
- Three left-ramp locks start three-ball play. At first, both orbits and the left entrance to the Ringmaster loop score 1,000,000 Jackpots. Later Jackpots move.: Three left-ramp locks start three-ball play. At first, both orbits and the left entrance to the Ringmaster loop score 1,000,000 Jackpots. Later Jackpots move.
- The first start needs five left-ramp shots and launches a second ball. Switches charge the arc. A full arc scores a 500,000 Jackpot. Later Jackpots add 100,000 and need more switches.: The first start needs five left-ramp shots and launches a second ball. Switches charge the arc. A full arc scores a 500,000 Jackpot. Later Jackpots add 100,000 and need more switches.
- During the Highwire and Strike stack, defeat Ringmaster 2 to add Quick hole repeats raise the award. The multiball ends when one ball remains..
Stack rule setup details
- A normal Ringmaster multiball can join an active multiball. After a Ringmaster multiball starts, no new multiball can start.: A normal Ringmaster multiball can join an active multiball. After a Ringmaster multiball starts, no new multiball can start.
- Shoot the Ringmaster hole repeatedly for 250,000, 500,000, 750,000, and 1,000,000 in quick succession.
Ringmaster Frenzie rule details
- Quick hole repeats raise the award. The multiball ends when one ball remains.: Quick hole repeats raise the award. The multiball ends when one ball remains.
- Collect at least one Highwire Jackpot and one Strike-an-Arc Jackpot before the stack ends.
- When one ball remains, shoot the left ramp during the short grace period.
Voltaire's Multiple Jackpots scoring details
- The left ramp awards one Jackpot from each multiball that was active before play returned to one ball.: The left ramp awards one Jackpot from each multiball that was active before play returned to one ball.
Builds toward: Nine Marvels and Join the Cirqus
- Collect nine Marvels: Quick hole repeats raise the award. The multiball ends when one ball remains., one Side Show award, Highwire, Juggler, Defeat All Ringmasters, Acrobats, Menagerie, Boom, and Spin.
- Make four right-ramp shots for Acrobats. Make five wall or target hits for Menagerie. Collect one built Boom value. Keep the right spinner running for Spin.
- After all nine Marvels are lit and the active multiball ends, shoot a lit orbit to start Join the Cirqus.
- Complete the four Join the Cirqus levels.
Level 1, Level 2, Level 3, and Level 4 Party rules
- Spell C-I-R-Q-U-S at six major shots during three-ball play.: Spell C-I-R-Q-U-S at six major shots during three-ball play.
- Alternate the Ringmaster and left ramp until five Ringmaster hits are complete.: Alternate the Ringmaster and left ramp until five Ringmaster hits are complete.
- Shoot the roving Jackpot at the two orbits and left Ringmaster loop. Each Jackpot adds a ball. Collect six Jackpots.: Shoot the roving Jackpot at the two orbits and left Ringmaster loop. Each Jackpot adds a ball. Collect six Jackpots.
- Major shots score 1,000,000. Pop bumpers score the built Boom value. The Party ends when one ball remains.: Major shots score 1,000,000. Pop bumpers score the built Boom value. The Party ends when one ball remains.