
Batman: The Dark Knight
Log scoreShipyard Brewing Company · 1 games · first seen Sep 7, 2026 · last seen Sep 7, 2026
Strategy notes, tutorial videos, and outside resources.

Shipyard Brewing Company · 1 games · first seen Sep 7, 2026 · last seen Sep 7, 2026
Strategy notes, tutorial videos, and outside resources.
Timing the the rollover in the shooter lane doubles the value of the lit shot for the ball (Joker, Scarecrow, or Batmobile).
Hold left flipper for super skill shot. Hit Joker, Batmobile or Scarecrow for 3X scoring (instead of standard 2x). Joker is most valuable.
Start Scarecrow before Bat Signal Challenge to help you complete the more difficult Scarecrow levels. Start BSC MB, then stack w/Scarecrow.
Start Scarecrow crane sequence first, but do not complete. Start Joker MB. Now, complete Scarecrow, to stack Scarecrow MB with Joker MB!
Scarecrow scoop can't tell if a shot was hit from the flippers or the pops. Wait all balls are out of the pops to hit Scarecrow.
Shoot the Scarecrow hole to bring out the crane. Hit the crane in all five position to start Scarecrow multiball.
Bash Joker lane all day (drop target, or complete lane for Lock). On most machines, safer to backhand drop target.
Completing BATMAN during Multiball does nothing, but still resets it, so make sure you start a mode *before* entering Multiball.
Shoot down the the drop target in front of the Joker to open the lock shot. Lock 3 balls to start Joker multiball.
Mystery is worth going for as it often rewards shot multipliers, which would be difficult to get otherwise due to the target's SDTM tendency
Only shoot center ramp when confident shot can be made (inlane feed is best). Do not flail it. If shot ends up being too weak, drains SDTM.
Don't forget the right orbit, a valuable hurry-up can be collected there, if you shoot it enough times.
Batmobile hurry up starts at 250K, is via the right loop. Alfred resets timer, mystery doubles current award, middle ramp collects.