Iron Maiden: Legacy of the Beast pinball rules and strategy
The Strategy
Complete E-D-D-I-E with white arrows, then shoot the center ramp to start whichever Eddie Battle is selected. Play its lit shots instead of chasing a different mode with the spinner. Single-ball Battles can continue into Mummy or Trooper Multiball; Aces High and Rime of the Ancient Mariner are their own multiballs. Complete orange X targets and roll through the lit inlane for Playfield X.
The goal
Complete E-D-D-I-E and play whichever Complete E-D-D-I-E. Shoot the center jump ramp to start the flashing Battle. is selected. Use the captive ball for Mummy Multiball and orange X targets for One X-target set lights 2x for 20 seconds. A second set before collection lights 3x..
How to start a mode
Shoot white arrows to spell E-D-D-I-E, then shoot the center jump ramp to start whichever Battle is flashing. Do not chase a different selection with the spinner.
Recommended mode: Eddie Battle
Play the mode you get. Alternate the two ramps. A five-second ramp combo raises the shot multiplier., Shoot a purple arrow, then a lit spinner. Repeat three times., and Follow an orange arrow, the captive ball, another orange arrow, all three drops, another orange arrow, then the bullseye. can continue into Mummy or Trooper. Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds. and Collect the center hurry-up to start multiball, work the lit shots inward, then collect at the center. Repeat from the other side. are their own multiballs and cannot stack with another multiball.
How to play it
Follow the lit mode shots: alternating ramps for Alternate the two ramps. A five-second ramp combo raises the shot multiplier., purple arrows then spinners for Shoot a purple arrow, then a lit spinner. Repeat three times., and the orange-arrow/target sequence for Follow an orange arrow, the captive ball, another orange arrow, all three drops, another orange arrow, then the bullseye.. Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds. uses blue fighter shots before its bomber and ace stages; Rime moves lit shots inward to a center collect. Collect a lit A stored Battle completion. The collect starts at 20% of the Battle score and can score 2x or 3x for bullseye accuracy. at the bullseye after completing a Battle.
Start Mummy Multiball
During a single-ball Battle, hit the Mummy captive ball twice. Shoot the lit center jump ramp on Pro or the lit left ramp on Premium and LE to lock the ball. Hit the captive ball five more times to spell M-U-M-M-Y, then hit it once more. Skip this during Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds. or Collect the center hurry-up to start multiball, work the lit shots inward, then collect at the center. Repeat from the other side..
Start playfield X
Complete the orange X targets, then roll through the lit inlane to start the prepared 2x or 3x playfield scoring.
Alternative route: Trooper Multiball
Use this when the Mummy captive ball is unsafe.
- Complete the center drop bank twice, then shoot the lit left orbit or right loop for each of three locks. The third lock starts Trooper Multiball.
Need to know
- Flight of Icarus
- When this Battle is selected, complete E-D-D-I-E and start at the center jump ramp. Alternate ramps, then use the bullseye for its A stored Battle completion. The collect starts at 20% of the Battle score and can score 2x or 3x for bullseye accuracy. hurry-up.
- Mummy Multiball
- Shoot the lit lock at the edition-specific ramp, hit the captive ball until M-U-M-M-Y is complete, then hit it once more to start two-ball play.
- Trooper Multiball
- Complete the center drop bank, collect three locks at the left orbit or right loop, then work three Jackpots and the upper Super.
Complete E-D-D-I-E with white arrows, then shoot the center ramp to start whichever Eddie Battle is selected. Flight of Icarus, Fear of the Dark, and Hallowed Be Thy Name can continue into Mummy or Trooper Multiball; Aces High and Rime of the Ancient Mariner cannot stack with another multiball. Follow the selected mode's shots. During Mummy, collect lit captive-ball Jackpots and use both yellow ramps for its first add-a-ball; those ramps also advance Flight of Icarus when it is running. Power Features provide a separate route toward Cyborg Multiball.
The goal
Complete E-D-D-I-E and play whichever Complete E-D-D-I-E. Shoot the center jump ramp to start the flashing Battle. is selected.Follow that mode's lit shots, adding Mummy Multiball during a single-ball Battle when its captive-ball route is safe.Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds. and Collect the center hurry-up to start multiball, work the lit shots inward, then collect at the center. Repeat from the other side. are already multiballs, so play those on their own.
- Soft plunge. Shoot the center jump ramp during ball save. Test both ramps and the Mummy captive-ball return.
- Shoot white arrows to spell E-D-D-I-E, then shoot the center jump ramp to start whichever Complete E-D-D-I-E. Shoot the center jump ramp to start the flashing Battle. is flashing. Do not spend shots trying to change it with the spinner.
Eddie Battle setup details
- Complete E-D-D-I-E. Shoot the center jump ramp to start the flashing Battle.: Complete E-D-D-I-E. Shoot the center jump ramp to start the flashing Battle.
- The left spinner changes the selection only before E-D-D-I-E is complete. After that, the selected Battle is locked in.
- On Premium and LE, the center ramp lowers and exposes the Battle scoop.
- During a single-ball Battle, hit the Mummy captive ball twice. Collect the lit lock at the center ramp on Pro or the left ramp on Premium and LE. Skip Mummy during Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds. or Collect the center hurry-up to start multiball, work the lit shots inward, then collect at the center. Repeat from the other side..
Mummy lock setup details
- Alternate the two ramps. A five-second ramp combo raises the shot multiplier., Shoot a purple arrow, then a lit spinner. Repeat three times., and Follow an orange arrow, the captive ball, another orange arrow, all three drops, another orange arrow, then the bullseye. are single-ball Battles. Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds. and Collect the center hurry-up to start multiball, work the lit shots inward, then collect at the center. Repeat from the other side. are separate multiballs and cannot stack with Mummy or Trooper.
- The first lock needs two captive-ball hits. Later Mummy multiballs need five hits.: The first lock needs two captive-ball hits. Later Mummy multiballs need five hits.
- If the first lock does not light after two hits, keep hitting the captive ball until the lock lights.
- For Mummy, after the lock, hit the captive ball five times to spell M-U-M-M-Y, then hit it once more to start the multiball while the single-ball Battle is still running.
Mummy start setup details
- The lock and M-U-M-M-Y qualification stay ready. The next captive-ball hit starts two-ball Mummy Multiball.: The lock and M-U-M-M-Y qualification stay ready. The next captive-ball hit starts two-ball Mummy Multiball.
- On Premium and LE, the start hit must push the locked ball out of the sarcophagus.
- Play the selected Battle's lit shots. Use its own scoring sequence instead of treating every Battle as a ramp mode.
Flight of Icarus and related rules
- Alternate the two ramps. A five-second ramp combo raises the shot multiplier.: Alternate the two ramps. A five-second ramp combo raises the shot multiplier.
- In Alternate the two ramps. A five-second ramp combo raises the shot multiplier., score 20 million. Then hit the bullseye to end the mode and light its A stored Battle completion. The collect starts at 20% of the Battle score and can score 2x or 3x for bullseye accuracy..
- Shoot a purple arrow, then a lit spinner. Repeat three times.: Shoot a purple arrow, then a lit spinner. Repeat three times.
- Follow an orange arrow, the captive ball, another orange arrow, all three drops, another orange arrow, then the bullseye.: Follow an orange arrow, the captive ball, another orange arrow, all three drops, another orange arrow, then the bullseye.
- Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds.: Collect four blue fighter shots, then each ramp followed by the bullseye. Finish with the strobing shot and a bullseye within five seconds.
- Collect the center hurry-up to start multiball, work the lit shots inward, then collect at the center. Repeat from the other side.: Collect the center hurry-up to start multiball, work the lit shots inward, then collect at the center. Repeat from the other side.
- A single-ball Battle can run with Mummy Multiball when the Battle starts first. Multiballs cannot run together.
- During Mummy Multiball, complete both yellow ramp arrows to add one ball. If Alternate the two ramps. A five-second ramp combo raises the shot multiplier. is running, alternating these ramps also advances the Battle.
Mummy add-a-ball 1 setup and scoring
- Complete both ramps. Add-a-ball 2 needs both ramps and both orbits.: Complete both ramps. Add-a-ball 2 needs both ramps and both orbits.
- Later add-a-balls need both ramps, both orbits, both loops, the center ramp, and the Super Jackpot target.
- The game permits three Mummy add-a-balls in one multiball. Yellow-shot progress survives a failed Mummy attempt.
- When the captive ball lights, stop the yellow shots and collect the Score ten switches to light the first captive-ball Jackpot. Each later Jackpot needs ten more switches.. Return to yellow shots after the collect.
Mummy Jackpot setup and scoring
- Score ten switches to light the first captive-ball Jackpot. Each later Jackpot needs ten more switches.: Score ten switches to light the first captive-ball Jackpot. Each later Jackpot needs ten more switches.
- Jackpot qualifications do not stack. A lit Jackpot stops switch progress until you collect it.
- Each Jackpot spells one M-U-M-M-Y letter. Five Jackpots light the bullseye Super Jackpot.
- After completing a Battle, hit the lit bullseye within ten seconds to collect its A stored Battle completion. The collect starts at 20% of the Battle score and can score 2x or 3x for bullseye accuracy..
Soul Shard scoring details
- A stored Battle completion. The collect starts at 20% of the Battle score and can score 2x or 3x for bullseye accuracy.: A stored Battle completion. The collect starts at 20% of the Battle score and can score 2x or 3x for bullseye accuracy.
- A collected Shard raises bonus and wizard value. If the ten-second hurry-up ends, the Shard is not stored.
Builds toward: Number of the Beast
- Collect four Eddie Cards: score a Mummy Super Jackpot, score a It relights collected Jackpots at one higher value. Uncollected Jackpots keep their current value. Jackpot, start Complete the five flashing Power Feature groups to light the Orb. Each Super Jackpot raises the next Super multiplier, and the first two Supers each add a ball., and start 2 Minutes to Midnight.
- Four Eddie Cards qualify Number of the Beast; follow the display for its lit start.
Pro / Premium differences
- Mummy Multiball lock and startPro: Use the virtual lock at the center ramp. Follow the display and lit center-ramp insert for the start.Premium / LE: Collect the physical lock at the left ramp. The start hit must push the locked ball out of the sarcophagus.
Sources and references10 references10 source links and outbound references.
- PinballCards
- Pinball Rulesheets
- Kineticist Iron Maiden tournament strategy guide
- PAPA tutorial with Bowen Kerins
- Bowen Kerins at NYCPC 2018
- Center-shot opening technique reference
- Alternating-ramp rhythm technique reference
- Upper-flipper captive hit technique reference
- Premium lock-release hit technique reference
- Physical caution reference