Game of Thrones begins with a House choice; House modes and Blackwater locks share the center ramp. Choose Martell before plunging for one action-button add-a-ball per ball. Hit the right lock bank, then shoot the center ramp; repeat for two locks. Qualify Greyjoy with three left-orbit shots and Lannister with three center-ramp shots. Select both at the center ramp, then repeat the bank-and-ramp sequence for the third lock and Blackwater Multiball.
The goal
Use three left orbits for Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot., the right bank and center ramp for Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. Multiball, or use the ramps for Each extra ramp raises the orbit payoff. The mode timer is 40 seconds.StarkEach extra ramp raises the orbit payoff. The mode timer is 40 seconds..
▶
How to start a mode
Shoot the left orbit three times to light Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot., then shoot the center ramp and select Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot..
Recommended mode: Greyjoy
Choose it when the five major shots are safer than repeated standup targets.
How to play it
Shoot each of the five major shots once. The 15-second timer resets after each successful shot, and completed shots survive a failed attempt.
Start Blackwater Multiball
Hit the right two-bank to light a lock, then shoot the center ramp to collect it. Repeat the bank-to-ramp sequence; the third center-ramp lock starts Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. Multiball. Shoot the five flashing lime-green jackpot shots. Then repeatedly hit the lit battering ram for Super Jackpots during its 20-second window.
Alternative route: Stark
Use this when both ramps and at least one orbit return safely.
▶Shoot the right ramp three times, then shoot the center ramp and select Each extra ramp raises the orbit payoff. The mode timer is 40 seconds.StarkEach extra ramp raises the orbit payoff. The mode timer is 40 seconds..
▶Shoot either ramp three times, continue making controlled ramp shots, then shoot either orbit to collect and finish.
Need to know
Main route
Choose Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. for the safer Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. stack, or One House is already complete, so only three more House modes are needed to qualify Hand of the King.TargaryenOne House is already complete, so only three more House modes are needed to qualify Hand of the King. for a faster Greyjoy reduces the requirement to two sets. Martell makes each required shot need two completions.Hand of the KingGreyjoy reduces the requirement to two sets. Martell makes each required shot need two completions. route.
Long goal
Complete four House modes.
Safer fallback
Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. only: Use this route when House qualification takes too long or the match needs a fast multiball.
A House mode can run during Blackwater Multiball in Game of Thrones; choose Martell before plunge. Hit the right lock bank and center ramp twice; qualify Greyjoy with three left orbits and Lannister with three center ramps, select both at the center ramp, then repeat the bank and ramp for Blackwater. Complete five lime Jackpots, then hit the battering ram during the 20-second Super window; use Martell at one ball.
The goal
On Game of Thrones, choose Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. for the safer Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. stack or One House is already complete, so only three more House modes are needed to qualify Hand of the King.TargaryenOne House is already complete, so only three more House modes are needed to qualify Hand of the King. for a faster Greyjoy reduces the requirement to two sets. Martell makes each required shot need two completions.Hand of the KingGreyjoy reduces the requirement to two sets. Martell makes each required shot need two completions. route, then prepare two House modes before the third Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. lock.
Choose House Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer.. Soft plunge without a rollover. Use the opening ball save to test the right bank and center-ramp return.Martell add-a-ball rule details
The action button adds one ball during multiball. It can be used once for each ball played.Martell add-a-ballThe action button adds one ball during multiball. It can be used once for each ball played.: The action button adds one ball during multiball. It can be used once for each ball played.
Save Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. until the multiball reaches one ball.
Hit the right two-bank to light lock. Shoot the center ramp. Repeat the bank and ramp sequence for the second lock.Blackwater locks setup details
Each lock must be collected before the next lock can light. The third center-ramp lock starts multiball.Blackwater locksEach lock must be collected before the next lock can light. The third center-ramp lock starts multiball.: Each lock must be collected before the next lock can light. The third center-ramp lock starts multiball.
Shoot the left orbit three times to light Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot.. Use the center-ramp lock shots to reach three center ramps and light Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt..
Shoot the center ramp. Select Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot. and Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt. before you collect the third Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. lock.Greyjoy and Lannister rules
Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot.: Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.
Completed Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot. shots survive a failed attempt. Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot. can run with Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt. and Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level..
Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.: Hit gold standups to light adjacent major shots. Complete five lit shots within 40 seconds.
Lit Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt. progress survives failure. Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt. can run with Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot. and Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level..
Collect the third center-ramp lock to start Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. with both House modes.Blackwater scoring and timing
Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level.: This is a three-ball multiball. Complete the five lime major jackpots.
The battering ram then lights for 20 seconds. Each ram hit scores another Super Jackpot.
After the timer, jackpots relight. Round 2 needs two hits per jackpot. The second hit and next Super are 2x.
Each later round adds one hit and raises the Super level. Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. ends when one ball remains.
During the stack, finish the House shots that overlap the five lime jackpots. Drop other objectives when the ram lights.
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 ram until its 20-second timer ends. Press the Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. action button when play reaches one ball.
Top-player proof
At the 2015–16 PAPA Circuit Final, Keith Elwin and Zach Sharpe prepared House modes before the third Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. lock, then protected them during Multiball.
↪Fallback: Blackwater only
Use this route when House qualification takes too long or the match needs a fast multiball.
Hit the right two-bank. Shoot the center ramp for lock 1. Repeat for locks 2 and 3.
Collect all five lime jackpots. Then repeatedly 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 ram during its 20-second Super timer.Blackwater setup and scoring
Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level.: Later jackpot rounds need one extra hit per shot and raise the next Super level.
Use Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. when one ball remains.
↔Alternative: Targaryen▶ race to Hand of the King▶
Use this when the House shots and multiplier controls are reliable enough to trade Martell's add-a-ball for speed.
Choose One House is already complete, so only three more House modes are needed to qualify Hand of the King.TargaryenOne House is already complete, so only three more House modes are needed to qualify Hand of the King.. Shoot the right loop three times for Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. and the left orbit three times for Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot. before the third Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. lock.Targaryen and Martell rules
One House is already complete, so only three more House modes are needed to qualify Hand of the King.TargaryenOne House is already complete, so only three more House modes are needed to qualify Hand of the King.: One House is already complete, so only three more House modes are needed to qualify Greyjoy reduces the requirement to two sets. Martell makes each required shot need two completions.Hand of the KingGreyjoy reduces the requirement to two sets. Martell makes each required shot need two completions..
Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer.: Make three orbit shots within its combo timer. Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot.: Make each major shot once; each successful shot refreshes its short timer.
Start Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. and Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot.. Then collect the third lock to start Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level..Start Martell and Greyjoy.
The House shots overlap Blackwater's five Jackpots, so one controlled shot can advance a House mode and the multiball.
When control is stable, light Repeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X.WildfireRepeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X. at the right lock-target bank and use the ram hits to raise playfield X before the Super Jackpot window.Wildfire scoring and timing
Repeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X.WildfireRepeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X.: Repeated ram hits collect growing amounts of Repeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X.WildfireRepeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X., which raise Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. Jackpot values. While Repeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X.WildfireRepeated ram hits collect growing amounts of Wildfire, which raise Blackwater Jackpot values. While Wildfire is lit at the ram, three timed ram hits instead of four advance playfield X. is lit at the ram, three timed ram hits instead of four advance playfield X.
Playfield X multiplies every score. It combines with the multipliers attached to individual shots.
Shoot the center ramp three times to qualify Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.. Start Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt. with a second Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. to finish the fourth House under multiball protection.Lannister timing details
The second Later jackpot rounds need one extra hit per shot and raise the next Super level.BlackwaterLater jackpot rounds need one extra hit per shot and raise the next Super level. needs the lock bank and center ramp again. Its extra balls protect the remaining House shots.
Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.LannisterHit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.: Hit gold targets to light adjacent major shots. Complete five lit shots before its timer ends; completed shots survive a failed attempt.
Start Greyjoy reduces the requirement to two sets. Martell makes each required shot need two completions.Hand of the KingGreyjoy reduces the requirement to two sets. Martell makes each required shot need two completions. at the center ramp. For your next game, choose Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. instead if you want its add-a-ball.
↔Alternative: Stark▶ payoff
Use this route when both ramps and at least one orbit return safely.
Shoot the right ramp three times. Start Each extra ramp raises the orbit payoff. The mode timer is 40 seconds.StarkEach extra ramp raises the orbit payoff. The mode timer is 40 seconds. at the center ramp.
Shoot either ramp three times. Continue ramp shots while control is strong. Shoot either orbit to collect and finish.Stark scoring and timing
Each extra ramp raises the orbit payoff. The mode timer is 40 seconds.StarkEach extra ramp raises the orbit payoff. The mode timer is 40 seconds.: Each extra ramp raises the orbit payoff. The mode timer is 40 seconds.
Kill-list progress survives failure. The uncollected payoff value does not.
After a failed attempt, restart Each extra ramp raises the orbit payoff. The mode timer is 40 seconds.StarkEach extra ramp raises the orbit payoff. The mode timer is 40 seconds. at the center ramp. One ramp relights the orbit payoff.
◆Builds toward: Hand of the King▶
Complete four House modes. Finish any House mode that is still running. Shoot the center ramp.
Complete the four lit House shots. Shoot the battering ram for the Super Jackpot. Repeat for three sets.Hand of the King setup details
Greyjoy reduces the requirement to two sets. Martell makes each required shot need two completions.Hand of the KingGreyjoy reduces the requirement to two sets. Martell makes each required shot need two completions.: Shoot each of the five major shots once. Its 15-second timer resets after each successful shot.GreyjoyShoot each of the five major shots once. Its 15-second timer resets after each successful shot. reduces the requirement to two sets. Make three orbit shots within its combo timer.MartellMake three orbit shots within its combo timer. makes each required shot need two completions.
After the required sets, collect the larger ram hurry-up. The set cycle then restarts.
The mini-wizard mode ends when one ball remains.
Sources and references8 references8 source links and outbound references.