Game Information & Overview:
- Manufacturer: Spooky Pinball
- Release Date: January 2018
- Wiki Rulesheet based on Code Rev: 1.1.0.1
- Edit the Code revision, if applicable, when you make changes
- Original Wiki Rulesheet hosted on Tilt Forums
Rules Overview:
SKILLSHOT
Launch the ball and attempt to shoot the ramps, orbits, or crypt lock to light the secret passage and the outlane ball save. The right ramp will award the skill shot even if the ball only goes half way up. Hitting any other shot, or the slings, will fail the skillshot.
ROOM TRAVEL
At the beginning of the game, and after any monster battle, you start out at the entrance to the castle, in the lowest room of the grid.
While at the entrance you can select the monster you want to battle by shooting the center 3 target. This will cycle through the available monsters.
Shooting the left or right orbit when strobing will move up+left or up+right, respectively. If there is no room in that direction on the grid, the orbit will not be lit.
As soon as you shoot one of the outside orbits you lock in your monster and get into the first room.
In the beginning, you will move directly to the Laboratory/Dungeon, one step away from the monster. After defeating 3 monsters, you will only move to the Conservatory/Ballroom (two steps away), and then after another monster you will have to move through all rooms individually.
Rooms are laid out as follows:
<Start Monster>
Laboratory Dungeon
Ballroom Kitchen Conservatory
Parlor Library
Foyer
MONSTER BATTLES
There are four ways to start a monster battle:
- Reach the topmost room in the grid via the orbits.
- Shoot the secret passage (to the right of the left ramp) when lit. Shoot the center 3 targets three times once a monster has been selected to light the secret passage. Can also be lit via skillshot or mystery.
- As a mystery award. Early mystery awards have a high tendency of immediately starting the battle, even if a monster isnât locked in.
- As a pity award on the last ball. If a player doesnât reach a monster at some point in their game; launching the 3rd ball will put you in the monster room that was currently selected (even if it has not been locked in)
MYSTERY AWARDS
Shoot the middle scoop (left of 3 center targets) to build mystery. When the award is ready the left scoop arrow will do a color cycle animation to indicate its ready to collect. This will commonly award monster progress, such as âmove 1 roomâ, âmove 2 roomsâ, or âadvance to monsterâ, and sometimes point values. (are there other awards?) If not collected, the mystery will eventually time out and need to be lit again.
CRYPT MB
Lock a ball in the crypt (to the left of right ramp), by either shooting into it from the lower playfield, or by dropping into it via the rightmost of the three upper lanes. Once a ball is locked, the crypt shot will light blue(?), and shooting it again (via either playfield) will start Crypt Multiball.
During Crypt MB, shoot the crypt for jackpots. This multiball can be stacked with any monster battle (including Frank MB); you can make progress through the rooms while in multiball, or start it while already in a battle.
After you exit multiball, repeated shots (how many?) into the crypt from the lower playfield (upper does not give credit?) will reactivate the lock (note there is no indication that the lock is ready besides that the back drop target will be up).
FRANK MB
Shoot left left via left ramp into physical lock. Then get to upper playfield and knock down the drop target and shoot the upper left ramp behind it to start multiball. This mode will block the start of any other monster, and can be started as many times as you are able to.
During Frank MB, shoot either lower ramp for jackpot. After three jackpots, the upper right ramp (guillotine) will light for supers. (does it ever unlight?)
UPPER LANES
Complete the two âXâ lanes to activate light the lower right target (above right inlane/outlane) for a bonus multiplier. Use flippers for lane change.
COMBOS
Shooting some shots (which?) will temporarily flash other shots orange for a combo.
EXTRA BALL
Extra ball can be lit by shooting the upper right ramp 10 times (âchopsâ displayed on display).
Will also be lit after starting third monster battle (including frank)
Extra ball will light at the extra ball target on the left side of the upper playfield.
BALL SAVES
Ball save is activated when you complete the 4 bottom lanes. The outlanes will then light purple for 45 seconds. Draining on the outside lane when lit activates the drain magnet and will fling the ball back up the playfield, or at least is should. This mod is being coined Mag-Neat-O save. If you complete the fourth lane as you drain, the ball save will activate and be immediately used. During multiball the magnet is not active, and another ball will be auto-plunged instead.
ITEMS
There are two items for each monster, located as follows:
Ballroom, Alice: Jacket
Ballroom, Insect: Zapper
Parlor, Vampire: Pool Cue
Parlor, Wolf: Shotgun
Dungeon, Zombie: Chainsaw
Dungeon, Igor: Whip
Conservatory, Pit Creature & Alice: Shears
Conservatory, Wolf: Wolfsbane
Kitchen, PitCreature: Salt
Kitchen, Vampire: Garlic
Labratory, Ethyl: Formaldehyde
Labratory, Zombie: Dynamite
Library, Ethyl: Cross
Library, Igor & Insect: Book
When you are in the listed room, with the specified monster selected, the target at the back of the upper playfield will flash. Shooting it will collect the item. See the specific monster for item effects
Note that, since at the beginning of the game, you always move directly to the lab/dungeon, you can only collect items in those rooms, so only certain monsters will give you access to items until some monsters are defeated
MONSTER BATTLES
At the beginning of each battle, the ball save will activate. Complete the modeâs objective to start a 25(?) second âfrenzyâ with unlimited ball save. The frenzy will have the mode shots active which score big points as well as other arrow shots lit orange to also collect points and add to the hurry-up.
After the frenzy ends, the left target (above mystery scoop) will light for a hurry-up. the hurry-up starting value is ALL the points scored during the frenzy phase of that monster battle, with a minimum base value of 5M * (# monsters defeated, including this one). The hurry-up counts down to 2.5M * monsters. It counts down fast, so you have to be quick!
There is no maximum to the hurry-up starting value. Once the hurry up times out, you will back to single ball play ready to battle the next monster.
FRANK
See FRANK MB
ETHYL
From the upper playfield drop ball into the crypt via the rightmost lane. Another ball bill be auto-launched. Shoot first lower drop target or the rightmost lane again to release, then keep shooting the drop targets/scoop to collect jackpots. Mode ends when you drain one of the balls. (how to win?)
Item: Skip straight to super jackpot stage
IGOR
Complete three sets of lit shots. First set will be three shots, then four, then five(?)
Item: skip straight to third set of shots
VAMPIRE
Stake/dismember the vampire by hitting the back target on the upper playfield three times.
Item: Only one shot to back target is required
ALICE
Get to upper playfield and shoot past guillotine 2 times. The guillotine lowers a bit. Shoot a 3rd time to capture the ball in the guillotine. Theatrics play and Alices head gets chopped off.
Item: Only one shot to the guillotine is required
WOLF
Shoot any green shot to load the gun, then shoot the three bank to fire the gun and damage the monster. Shots will light green again, but the ones youâve already shot will be red instead. Shooting a red shot will damage the player. Health bars are shown on the screen. Defeat the wolf before it defeats you (usually 5 hits?).
Item: only one shot is needed to kill the wolf
ZOMBIE
One roaming shot will move back and forth across the playfield on the orbits, ramps, center scoop, and inner orbit (secret passage). Value will decrease on a timer until the shot is made. Complete 5 shots to finish the mode.
Item: only one shot is needed to kill the zombie
INSECT
Random shots and targets will be lit. Shoot 10 to complete mode.
Item: only five shots are needed to complete the mode
PITCREATURE
The mystery scoop, center scoop, and crypt will flash. Behind one (random?) is the pit creature. Once found, most shots will light, and a count down timer will start. The timer will only count down while the ball is âhiddenâ from view, such as being in a scoop/subway, or going through one of the orbits under the upper playfield. Count the timer down to zero to finish the mode.
Item: first shot will always find the creature
BILLION DOLLAR BABY
Wizard mode, available after completing all other modes.
how to start?
how to play?