Medieval Madness pinball rules and strategy

The Strategy

In Medieval Madness, three Castle-lock shots start the first Castle Multiball; destroying castles is separate progress. Repeated major shots qualify the first Madness features at Merlin’s saucer. After the first Multiball Madness, major-shot completions award Castle Hurry-ups until Royal Madness is completed and resets Madness progress.

The goal

Destroy two castles, start Both ramps score Jackpots. Five ramp Jackpots light the lock for a 2x Super Jackpot. After that collect, the Catapult, both orbits, both ramps, and Castle lock score Super Jackpots. at the Castle lock, and use the extra balls to keep attacking the The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. and collecting ramp Jackpots.

  1. Destroy two castles

    Shoot the Castle front door to lower the drawbridge, hit the gate until it opens, then shoot through the open gate. Repeat for the second The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot..

  2. Start Castle Multiball

    Shoot the Castle lock three times for the first Both ramps score Jackpots. Five ramp Jackpots light the lock for a 2x Super Jackpot. After that collect, the Catapult, both orbits, both ramps, and Castle lock score Super Jackpots.. Destroying castles is separate progress, not a qualification requirement.

  3. Score Castle Multiball

    Keep attacking the The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. when the ramp returns are unsafe. When the ramps return cleanly, collect five ramp Jackpots, shoot the Castle lock for a Super Jackpot, then shoot the six lit Super Jackpot shots.

Alternative route: Multiball Madness

Use this when the major shots and Merlin's saucer are safer than the Castle lock.

  1. For the first One Madness starts two balls. Two to four Madnesses start three balls. Five Madnesses start four balls. Qualified feature shots score Super Jackpots. Other major shots score Jackpots. The Castle lock scores a Double Super Jackpot., qualify features with three Catapult advances, three total orbit shots, or four shots to either ramp. Prepare at least two when the shots are controlled, then shoot Merlin’s saucer to start One Madness starts two balls. Two to four Madnesses start three balls. Five Madnesses start four balls. Qualified feature shots score Super Jackpots. Other major shots score Jackpots. The Castle lock scores a Double Super Jackpot..
  2. Shoot the lit Super Jackpot shots and continue The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. progress while the extra balls are in play. After the first One Madness starts two balls. Two to four Madnesses start three balls. Five Madnesses start four balls. Qualified feature shots score Super Jackpots. Other major shots score Jackpots. The Castle lock scores a Double Super Jackpot., major-shot completions award Castle Hurry-ups until This is a 20-second single-ball mini-wizard. Make two Catapult shots, two total orbit shots, two shots to each ramp, and one hit on each Troll. Each made shot resets the timer. Completion awards an extra ball or 15,000,000. is completed and resets Madness progress.
Need to know
Castles
Shoot the Castle front door to lower the drawbridge; continue hitting it to open the gate, then enter, with every later The first castle needs 1 drawbridge hit, 2 gate hits, and 1 entrance shot. Each later castle adds one drawbridge and gate hit. The King needs 6 drawbridge hits, 7 gate hits, and 1 entrance shot. requiring one more bridge and gate hit.
Castle Multiball
Three Castle-lock shots start the first multiball; five ramp Jackpots light its lock-lane Super Jackpot phase.
Madness features
Catapult, three total orbits, four left ramps, and four right ramps qualify four features; Eight yellow-standup hits light Trolls! at Merlin; the 30-second mode requires three hits on each raised Troll. supplies the fifth.

Machine setup

  • Confirm Williams original 1.0 or home 1.09 versus Remake 3.0.0; topper, display, LED, and remake upgrades are not assumed.
  • Confirm castle strength, lock difficulty, Madness counts, Trolls, ball saves, Extra Ball conversion, Competition mode, and tournament settings.
  • Test Castle door, gate, lock lane, Merlin eject, both ramps, both orbits, Catapult, Trolls, pops, launch button, and returns.
Sources and references12 source links and outbound references.
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Medieval Madness playfield

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