Hand of the King Mini Wizard Mode:
Copied and pasted from Tiltforums. As you can see, Martell and Baratheon punish the most if brought into HOTK.
Completing four houses while not currently challenging a house will light HOTK.
The houses that you take into HOTK wizard mode can be important. Each house brings with it an attribute that will make it easier or more difficult to get through the mode. They are as follows:
Stark: Bonus round - 20 Seconds of free shooting after a completed set (lights up random shots for points; you may not want to go for these, it's a waste of time and it could end HOTK prematurely)
Baratheon: All 7 shots instead of 4 shots must be completed in order to finish a set.
Lannister: +125,000,000 added to hurry-up
Greyjoy: One less set needed to start super jackpot hurry up
Tyrell: +15,000,000 per super jackpot
Martell: All shots must be completed twice
Targaryen: +750,000 per shot award
HOTK is a mini wizard mode that is completed in "sets".
Each set starts with four shots to complete (or 7 if Baratheon is brought in).
The shots needed to complete the set are dictated by the houses you have carried into HOTK with you.
The value collected from shots also adds to the Super Jackpot value
After completing all the shots that are lit, the super jackpot will be lit at the battering ram. The Super is determined through the best four shots made in the set. Collecting the super will complete the set.
Completing 3 sets (2 if Greyjoy is brought in) will start a hurry up at the battering ram. Once this is collected or times out, everything starts over.
You'll also notice that the inlanes will be flashing yellow. A ball that travels through the inlane will increase the combo value of each of the main shots to the by 1x, and set all shots to the maximum current shot multiplier. For instance, if your multipliers are [1x 2x 2x 2x 1x], after a lit inlane, they will be [3x 3x 3x 3x 3x]. This is available at all times, regardless if you have Tyrell's powerup or not. This can also temporarily increase the combo multiplier to 6x.
Iron Throne Wizard Mode:
Completing all of the house modes lights the mode start shot for IT wizard mode. Like HOTK, this multiball is is based on completing sets of shots.
All of the central house lights that normally signify mode completion turn off at the beginning of the mode.
The mode starts out as a 2-ball multiball.
All house shots are lit to start a siege on their castle and light a set of shots.
Each "set" consists of hitting all 7 house shots. Shots turn off as you complete them.
The shot that corresponds to the current House's castle is lit in its House's color and is worth significantly more points.
Once all 7 shots have been completed, the battering ram lights for a Super Jackpot + Add-A-Ball.
Collecting a super jackpot will light that house to signify completion.
Start a new set by shooting one of the remaining unlit house's shots.
Iron Throne DOES NOT END when you drain down to a single ball.
Iron Throne DOES NOT END when your ball ends; you pick up where you left off on the following ball!
Martell's Add-A-Ball can be used at ANY time, including in single-ball play!
After completing the last main castle, you will receive one last added ball. You will then go through various other castles and cities and collect "victory lap" shots until you are down to one ball, at which point Iron Throne ends. (speculation: does this phase have an end?)
Casual mode settings
In recent updates, Casual Mode is set to off by default.
Players will not be able to choose a house at the start of the game. Players will start with House Stark.
STARK starts complete so they are one house closer to EXTRA BALL
GREYJOY starts lit.
No option to PASS on choose your battle
If only one house is lit the house will start without a prompt during CHOOSE YOUR BATTLE
Flashing effects will be set to the less intense setting.
Difficulty, HOME, and Directors Cut INSTALLS will change the setting.
Holding the ACTION button for 3 seconds before starting a game will
allow the game to start NOT in casual mode if desired.
The Premium and the LE both have an upper playfield, which consists of two flippers, a scoop where the ball may enter from, three touch targets surrounding two back lanes (where the ball will fall into the left loop), a left castle "mini-loop," and two rubber bits going up the upper playfield to serve as slingshots. In addition, since the switch used to validate the right ramp is hanging into the upper playfield, hitting the wire gate hard enough will spot you right ramp shots.
During regular play, the upper playfield is used to advance towards Castle Multiball. Completing a set of 3 targets and then shooting the ball out a back lane collects "Archers!", "Charge", "Breach" and "Castle Multiball" in that order. After collecting one bit of progress a drop target will rise in front of the Right Ramp. Shooting the drop target or starting a mode/multiball will drop the target.
Castle Multiball is...honestly something that not many players seek, so if anyone has any information on it fill me in here. :sweat_smile:
Upper Playfield During Modes
During modes, the upper playfield is used to collect Castles and advance in the modes. At any point, shooting the Castle loop awards certain things in a mode (see below). In addition, hitting one of the 3 lit targets lights the outer targets and awards 5 seconds on the current mode(s). Hitting one of the outer targets lights the center target and gives another 5 seconds. Hitting the center target awards 5 more seconds and lights the castle loop, and collecting the castle gives 15M up front, 7.5M in bonus (!), and lights extra shots on the upper playfield for the following awards:
Stark: 1 Advance value (just like a ramp shot). Collecting the castle also lights the targets.
Baratheon: Build Baratheon Jackpot. Collecting the castle also lights the targets.
Greyjoy: Does nothing before the castle is collected, but lights the back lanes to spot a currently-lit shot afterwards.
Lannister: 1 Advance value (just like a lit gold target shot). Allows value to go beyond the usual maximum. Collecting the castle also lights the targets.
Martell: Build Martell Hurry-Up. Collecting the castle also lights the targets. If the hurry-up is running, points are added on.
Tyrell: Does nothing before the castle is collected, but lights the back lanes to spot the current lit shot afterwards.
Targaryen 1/2: Build Targaryen Hurry-Up. Collecting the castle also lights the targets.
Targaryen 3: Build Targaryen Hurry-Up. Collecting the castle also lights the targets, which do damage to the dragon as well (just like 1 hurry-up collect).