KEYS
◀▶ or AD — flippers, every deck at once
SPACE hold — plunger. Release picks your floor
SPACE in play — MAG-GRAB, 3 per ball
ZX nudge · W bump up.
Three quick nudges and you TILT
C overview · P pause · M mute
TOUCH
FLIP pads, bottom corners — or just tap the
left or right half of the table. Both thumbs at once works.
LAUNCH hold — plunger. Release picks your floor
LAUNCH in play — MAG-GRAB, 3 per ball
NUDGE — shove the table. Three in a row and
you TILT
CAM sees the whole tower · II pauses
THE TOWER
Five decks stacked 2,900px high. Every deck has its own
flippers, its own toys and its own danger. Fall a floor and you
get another shot — fall out the bottom and the ball is gone.
ALTITUDE = MULTIPLIER. Gutter x1 → Crown x8.
CLIMB
RAMPS fling you up a floor — shoot up the chevrons,
they are not holes, and a slow or side-on shot rattles back at you
· PORTALS jump you across · MAGNETS grab and
launch · CANNON aims itself at the Crown ·
MYSTERY pays a random award — points, multiball, an extra
ball, a power orb, a multiplier.
MISSIONS at the Spine scoop. Four of them lights
THE STORM KING. Beat him for ASCENSION.
THE THREE GATES
Three holes in the tower are not holes. Fall down one and you are
somewhere else entirely — a different machine, different gravity,
different everything.
SPIRAL a turning room that will not sit still
FORGE climb, the floor is molten and rising
ABYSS a third of gravity, and currents
You cannot lose a ball down there. Clear the room for the
jackpot, then the gate goes cold for a while.