Quoted from pinballcorpse:
2. To clarify, DTR attempts have no bearing on the KEEP lock diffculty. It is a function of how many times TTT is played. You could theoretically play TTT all day and never reach DTR.
Good clarification, it is just the number of times you play TT that leads to nasty locks. One thing to note is that winning DTR gains you an elf gift, so you can only earn two gifts this way while leaving the third TT for a Valinor trigger without facing nasty locks. Also with this strategy, it gets hard sometimes to start modes since the elf ring is lit more often than not on the Aragorn ramp, so sometimes it helps to be judicious in spotting KEEP letters so the TT lock isn't lit when you need to hit the elf ring. An alternate (better?) strategy is just to learn to deal with the nasty locks, and just start TT as many times as you can to stack against.
THIS! EB's key, get as many as possible.
A few more of my minor hints:
Practice Aragorn and Gimili as backhands. These can be slightly safer shots in tense situations.
A decent strategy is to medium strength shots to the ring ramp looking for dribbles into Bar Dur hole. Worst case you get lanes or, better yet Orthnac.
Holding right flipper up on slow rolls from the right orbit usually end in a fully controlled ball held on that flipper.
General tip is to play key shots from a fully stopped cradled ball. I fully control the ball for each DTR shot, relax and then shoot. Time not a factor, missing is a factor.
When playing for Valinor, set your game to one ball DTR. Nothing and I mean NOTHING worse than the magnet dropping the held ball on timeout when trying to start Valinor and ending up having to try to juggle the two loose balls, relock one and then DTR. Most likely you'll drain one and blow your attempt.