Elvira’s House of Horrors Rulesheet

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Current Code: 1.01

The famous mistress of the dark returns in her third pinball machine, released by Stern Pinball and designed by Dennis Nordman. Characters from 26 of the most infamous horror B-movies of all time have invaded a haunted house, and are wreaking havoc that can only be stopped by putting the characters back in the movies where they came from. You’ll also have to put up with Deadheads, Gar-Goils, and other creatures on your quest to clear the house.

Layout

Premium:

Skill Shots

There are two Skill Shots on this game.

  • Plunging the ball so it lands in either Dead End lane will award 250k increasing by 25k each time a successful Skill Shot is made.
  • Plunging the ball so it lands into the Back Door will award 1 million (increasing by 250k each time a successful Skill Shot is made, maxing out at 2.5 million) and instantly qualify a Haunt at the house entrance. If a Haunt has already been qualified, making this Skill Shot will immediately start it. If the Back Door Skill Shot is made during a Haunt or during Gappa Angry, it will advance the mode (spot next mode shot).

Haunts

The characters from some of the most infamous horror movies ever made are causing havoc in Elvira’s house and it’s up to you to get them back to their respective movie. Each mode has a unique introduction from the Mistress of the Dark herself.

Start a Haunt by shooting the House Entrance enough times; when it’s RGB light is flashing purple, the next shot to the House will begin the Haunt. The windows of the House correspond to the Haunts and you can use either flipper to change which room you want to enter (see below). Once you’ve obtained a Skeleton Key from the Trunk, you will be able to access “locked” Haunts which were not previously available.

Unless otherwise noted below, for each Haunt, the base value per shot starts at 500K (+250K for each time They Came From Space has been played) and the final shot value starts at 2M. Each shot made during the Haunt collects the base value and increments both the base value and the final shot value.

All Haunts start with 45 seconds on the clock. The timer pauses if the ball enters the bumpers. Making a lit shot to advance the Haunt with less than 15 seconds left resets the timer back to 15 seconds.

If you drain or time out during a Haunt, you won’t be able to access it again until you’ve played They Came From Space.

Completing any Haunt will qualify the Trailer Trash bonus round at the House and advance your rank towards Director’s Cut. Completing your first two Haunts lights Extra Ball.

There are six main Haunts in the game. These can be accessed even without the Skeleton Key.

  • Night of the Living Dead: (Right side of house, basement window)
    • Stage 1 (Escape To The HOUSE!): 500K increment. Shoot the Entrance to proceed to stage 2. Each ramp can be shot once for more points.
    • Stage 2 (DESTROY GHOULS!): 100K increment. All shots except the House Entrance are lit to destroy Ghouls. If a shot is made, it will turn off until a different shot is made. Destroy at least 4 ghouls to qualify the Cellar to advance to stage 3. Additional shots can be made before shooting the Cellar to destroy additional Ghouls,
    • Stage 3 (Escape From The HOUSE!): Shoot the House Entrance to finish the Haunt.
  • Teenagers from Outer Space: (Left side of house, attic window)
    • Stage 1 (Skeletons): 250K increment. All shots except for the House Entrance are lit. Shoot any of them for the base value increasing by 50k per shot; after making a shot, it will turn off so it can’t be made again. Make 4 shots (+1~2 based the number of previously completed Haunts) to advance to stage 2.
    • Stage 2: The right orbit will light. Hit the right spinner (the ball does not have to make it all the way up the right orbit) for the base value plus 1% of the final shot value per spin and you’ll light the House Entrance to finish the mode. You can continue hitting the spinner to increase the value for the final shot.
  • The Brain That Wouldn’t Die: (Left side of house, left garage window)
    • Stage 1 (Find a BODY!): 500K base value increment, 250K final shot value increment. 4 shots lit are at random, 3 pink and 1 flashing white. The pink shots increment the base value. Shoot the flashing white shot to collect the base value and advance to stage 2.
    • Stage 2 (Shoot For The HOUSE!): 100K increment. The House Entrance is lit, shoot it for the base value and advance to stage 3.
    • Stage 3 (Death Scene): 100K increment. All shots except the House Entrance are lit. If a shot is made, it will turn off until a different shot is made. Make at least 4 shots (+1 for each previously completed Haunt) to qualify the Cellar to advance to stage 4. Additional shots can be made to increment and collect the base value before shooting the Cellar.
    • Stage 4 (Shoot For The HOUSE!): 100K increment. Shoot the left ramp and right ramp to light the final shot at the House Entrance.
  • The Manster: (Left side of house, right garage window) Unlike other Haunts, this starts with a base shot value of 700K, plus all switches are worth 12K initially. Each shot made increments the shot value by 50K and the switch value by 1K. Every switch hit also increments the final shot value by the base switch value.
    • Stage 1: All shots except the House Entrance are lit. If a shot is made, it will turn off until a different shot is made. Make 5 shots to qualify the House Entrance to advance to stage 2. Additional shots can be made to increment and collect the base value before shooting the House.
    • Stage 2: All shots except the House Entrance are lit. Shoot each shot to turn it off. Turn off all 6 shots to proceed to stage 3.
    • Stage 3 (Escape To The HOUSE): The House Entrance is lit. Shoot it twice to proceed to stage 4.
    • Stage 4: Both ramps are lit. Shoot each ramp once to light the final shot at the House Entrance.
  • Manos: The Hands of Fate: (Right side of house, middle floor window)
    • Stage 1 (COLLECT LUGGAGE!): 250K increment. Shoot any of the 3 shots on the left (left orbit, left ramp, garage), then any of the 3 shots on the right (right orbit, Crypt, right ramp), then the House Entrance.
    • Stage 2 (FIND DEBBIE!): 250K increment. Shoot the House Entrance 2 more times, then.all shots except the House will be lit, with 5 shots flashing red/yellow and one shot lit solid red. Shoot the solid red shot to proceed to stage 3. The flashing red/yellow shots can be made for additional scoring before the solid red shot.
    • Stage 3 (CAT FIGHT!): 100K increment. The House Entrance is lit. Shoot it to light all 7 shots. If a shot is made, it will turn off until a different shot is made. Make 3 shots to qualify the Cellar to advance to stage 4. Additional shots can be made to increment and collect the base value before shooting the Cellar.
    • Stage 4 (ATTACK TORGO!): 100K increment. Identical to stage 3, except shooting the Cellar lights the final shot at the House Entrance.
  • The Werewolf of Washington: (Right side of house, attic window)
    • Stage 1 (Shoot LOOP Shots to Transform): No increment. Both orbits are lit (flashing blue/cyan), shoot either orbit to “Transform” for 500K.
    • Stage 2 (Shoot MAIN Shots To Attack (Combos Score Bonus)): When transformed, the Garage and Crypt are lit solid blue, and the House Entrance, left ramp, and right ramp are lit flashing blue/cyan. Shoot flashing shots to keep a combo going, with the value for each shot increasing quadratically in the length of the combo – the Nth shot in the combo is worth the base value + 125K x (N2 - N) which ramps up very quickly. Shooting either the Garage or Crypt or timing out the combo after shooting a flashing shot ends the transformation.The initial shot to start the combo has no time limit (aside from the mode timer), but after shooting a flashing shot, the next shot must be made within 7 seconds to continue the combo, with no grace period. Shooting the House Entrance keeps all 5 shots lit, while shooting the left or right ramp turns off the shot until another shot is made.
    • Note: If you shoot the left orbit to transform and the ball falls in the Back Door, the spotted shot starts the 7-second combo timer, making it very easy to time out Phase 2 immediately.
    • When the 1st or 2nd transformation ends, the base value is incremented by 125K and the mode returns to Stage 1. When the 3rd transformation ends, the final shot will be lit at the House entrance.

Along with the six main Haunts, there are four Haunts located at the right-most window that can be selected if you’ve obtained the Skeleton Key. Each key earned unlocks one of these four Haunts. The order these Haunts are unlocked is random, except (on default settings) Dracula will always be unlocked first on October 31st, while Santa Claus will always be unlocked first during the entire month of December,

  • Santa Claus Conquers the Martians

    • Stage 1: 50K increment. Both ramps are lit, shoot either to advance. Then the Garage and Crypt are lit, shoot either to advance. Next, both orbits are lit, shoot either to advance to Stage 2.
    • Stage 2: 50K increment. All shots except the House Entrance are initially lit green. Shooting a green shot turns it red, and shooting a red shot turns it back to green. Make 3 green shots to qualify the final shot at the Cellar. Turning all shots red before making the final shot awards an additional bonus (more info needed).
  • The Giant Gila Monster: (need info)

  • The Satanic Rites of Dracula. (need info)

  • Eegah. (need info)

Trailer Trash

This bonus round is awarded after completing any Haunt. The House Entrance will light on a hurry-up timer to award you 50% of the total amount of points you scored during the Haunt again. The value can be increased to 75% through shooting either the left or right ramp, or 100% by shooting both ramps before collecting the value at the House. If Multiball is active when a Haunt has been completed, you will still be able to play Trailer Trash during the Multiball. Progress towards Haunts and other objectives can still be made during Trailer Trash.

Note: The Atomic Raygun cannot be used on the Trailer Trash hurry-up, although it can be used on either of the ramps to boost the value.

Haunt Wizard Modes

On the current code, there are two Wizard Modes that can be activated by completing certain amounts of Haunts. One is given after making it through three Haunts, and the other is given after completing them all.

  • House Party: (Large window in the center of house) You’ve survived and made it halfway through the House, it’s time to party like monsters! This is a four-ball Multiball similar to Total Annihilation from AFM where all of the major shots are lit to score Jackpots starting at 1,125,000 incrementing by 75k per Jackpot. After scoring a Jackpot, the shot won’t be lit again until a different shot is made. Shooting the House Entrance will score a Super Party Jackpot, which awards all of the Jackpots you’ve collected up to that point again; the turret will also be spinning when the Super Party Jackpot is available, and if you make the shot while the eyeball on the turret is facing the player, a ball will be added (this can only be done once per House Party). The Multiball ends once you return to single ball play. Try and get 4x scoring running during this mode and watch the score fly!

  • They Came From Space: This is the second Wizard Mode after starting all 6 haunts (or 5 regular plus one of the bonus haunts). This is another Multiball haunt (6-ball), which will go through phases based on the haunts that were previously played (I assume some scoring aspect is based on mode performance, more scoring details required) for potentially big points. After all phases are completed the flippers will stop to allow the balls to drain and 100M is awarded. After that the house is reset and you plunge back into single ball play.

Director’s Cut

Completing Haunts advances your rank on the B-Restorator, shown above the flippers (and scores 1 million + 500k per additional rank). After advancing to rank 4, the House Entrance will light to start Director’s Cut, which takes precedence over any other behavior in the game. This mode mimics the Trailer Trash rule for the 4th haunt completed, except it is not a hurry-up and the insert color is Cyan instead of Yellow. This CAN be multiplied!

Deadhead Family Crypt & Super Head Shot

Hitting the Crypt entrance enough times (1 + 1 hit for each defeated Deadhead) will allow the entrance to lower, revealing a scoop that you can shoot the ball into. A skull head will then lower, which you can shoot several times to hit the Deadhead shown on the display. After enough shots (3 + 2 more hits for each defeated Deadhead), you will be able to shoot into the Crypt one more time to finish the Deadhead off. There are 15 different Deadheads.

Defeating a Deadhead will light Return at the right outlane, which is a virtual ball saver.

Defeating two Deadheads will light Extra Ball.

Defeating three Deadheads will light Super Head Shot at the Crypt, which isn’t in the code yet.

Defeated Deadheads score 250k in end of ball bonus.

Freak Fryer & Gappa Angry!

Every switch hit counts towards the Freak Fryer. Reaching level 1 requires 150 switch hits and awards 1 million points, with each subsequent level requiring 25 more switch hits than the previous level and awarding 500K more:

Level Switch hits (per level) Switch hits (cumulative) Point value
1 150 150 1M
2 175 325 1.5M
3 200 525 2M
4 225 750 2.5M
5 250 1000 3M

After advancing the Freak Fryer to its maximum level, the House Entrance will light to start Gappa Angry!.

Gappa Angry! is a unique single-ball mode with several different outcomes, where you have to make flashing shots and lock balls in a specific order. The shots in each stage start at 500k, increasing by 500k per stage, and increase by 25k for each shot made during the stage. All switch hits add to a Super Jackpot that will be collected if you’re able to lock all six balls.

Make the shots and lock the balls in this order to advance through the scene, build the Jackpot and Super Jackpot values, and potentially start a 6-ball Multiball mode!

  • House Entrance, then lock a ball in the House Lock
  • Left and right ramps, then lock a ball in the Garage
  • Left and right orbits + House Entrance, then lock a ball in the Crypt
  • Left and right ramps + House Entrance + Crypt, then lock a ball in the Trunk
  • Left and right orbits + left and right ramps + House Entrance, then lock another ball in the Garage
  • Cellar to collect the Super Jackpot and start 6-ball Multiball!

There are also other ways to progress through the mode. Making the Back Door Skill Shot will also award you with one shot’s worth of progress through the current level, and if a ball lands in the Trunk while one is already locked (if one was locked before Gappa Angry or after level 4), then the level will instantly be completed for you, awarding all of the shot values as well.

Various modes are available if the player fails to reach the final stage of Gappa Angry!. These modes all utilize the Jackpot value that was built up during the mode and correspond to different positions on the Freak Fryer.

  • Pool Party: Starts if you drain during the second stage and lasts for the rest of the ball (other modes can be started, this just runs in the background). The pop bumpers score more points than usual (250k - can this increment?), and every 20 pop bumper hits will score the Jackpot value.
  • Dance Fever: 2-ball Multiball starts if you drain during the third stage. The house entrance, Crypt, and all Gar-Goil targets are lit to score the Jackpot value.
  • Make-Out Mayhem: 3-ball Multiball starts if you drain during the fourth stage. The left ramp, house entrance, and Crypt are lit to score the Jackpot value.
  • Scream Test: 4-ball Multiball starts if you drain during the fifth stage. The left ramp, house entrance, right ramp, and Crypt are lit. One random shot (different every wave) will score the Jackpot value, while the other three random shots will multiply the Jackpot by 2x, up to a maximum of 6x. The multiplier and shots reset and change once the Jackpot is scored.
  • Run For Your Life: 5-ball Multiball starts if you drain during the sixth stage. The left orbit, left ramp, house entrance, right ramp, and right orbit are lit to score the Jackpot value. The last shot that collected a Jackpot can’t be made again until a different shot is made.
  • Gappa Angry Multiball: This is the big 6-ball Multiball awarded upon making the final shot to the Cellar. The Super Jackpot will be awarded (usually around 40 million or so) and all the coils on the game will start firing like mad accompanying the death of Gappa on the display. Afterwards, 6-ball Multiball will start, with all shots permanently lit for the Jackpot value (it’ll usually be around 4 or 5 million by now).

(Need information on building the Jackpot)

Other Side Modes

These three modes can be advanced towards and started at any time during play, after making the required amount of shots to start them. These modes can’t be stacked on top of each other.

  • Un-Happy Hour: Make 5 (+2 for each time the mode is started) shots to either ramp to start this timed mode. Shots to either ramp are worth 350k + 25k increments for 30 seconds.
  • Drive Me Crazy: Make 5 (+2 for each time the mode is started) shots to either orbit to start this timed mode. Shots to either orbit are worth 300k + 25k increments for 30 seconds.
  • Gar-Goils Gone Wild: Complete the Gar-Goil targets two times (increasing up to four times) to advance the Gar-Goil Gauge to its maximum, then complete the targets one more time to start the mode. Each hit to a Gar-Goil target during this mode scores 50k + 10k increment, with a bonus of 150k + 25k increment for hitting all four targets. Hitting either orbit will score 150k + 150k per shot. There is also a Super Jackpot during this mode (worth decent points, 20 million maybe?), how is this collected? According to the official Stern Insider instructions page, the orbits feature into this mode in some way.

Double Trouble

Double Trouble can be a quick way to score many points. Light either inlane for Double Trouble by completing the Trunk targets and the Hand of Fate targets, then roll over the lit inlane to start 2x scoring for 30 seconds; you can extend the timer by another 10 seconds by completing either bank of targets again during the timer. Qualifying and starting Double Trouble again while the 2x timer is running will start 4x scoring and reset the timer!

Garage Multiballs

There are three different Multiball modes that can be started with shots to the Garage. Three balls have to be locked in order to start each Multiball. To light Locks, hit the drop target blocking the Garage a certain number of times: once for the first Multiball (which will light all of the locks), once per lock for the second Multiball, and twice per lock for the third Multiball. These Multiballs can be started during any ongoing Haunt, and are played in the following order:

  • Wild Women Multiball: All major shots (except for the Garage) light for Jackpots worth 350k, increasing by 25k per Jackpot. After making all five Jackpots, the House Entrance will light to score a Super Jackpot worth 1 million. Afterwards, both orbits will light for Super Jackpots for the rest of the Multiball (these SJs are different than the one collected at the House - how are they determined? 800k + 25k increment?)
  • Add-a-Zombie Multiball: Seems incomplete on the current code. The left orbit, House Entrance, Crypt, and right orbit are lit for Jackpots worth 500k, increasing by 25k per Jackpot. Making the garage shot will add a Jackpot at a random shot. (Where’s the Super?)
  • Attic Attack Multiball: Scoring is unclear on the current code…

Junk In The Trunk

Collect "Junk" for awards and multiballs. The flashing insert initially cycles through all 4 pieces of Junk, hit any of the Trunk Targets (36-24-36) to lock in the Junk item, then complete the Trunk Targets to light the Trunk, then shoot the left Ramp when lit to collect the selected Junk item and lock a ball. Worth noting - if a ball happens to fall into the lock under the Trunk, it will be locked even though you didn’t shoot the ramp. This will also award a piece of Junk and progress you towards Junk in the Trunk Multiball. Junk Items are...
  • Skeleton Key - “Opens Any Door” - Unlocks a bonus Haunt
  • Lab Test - “Build Monster Jackpots” - Increases jackpot values
  • Elvira’s Dagger - “Slice and Dice” - Adds a bonus to each non-multiball Haunt
  • Atomic Raygun - “Disintegrates Anything” - Lights action button to award a shot in the currently running mode. The action button will be lit in the same color(s) as the shot it would spot. Cannot be used on certain awards, such as the Trailer Trash hurry-up.

Lock 2 balls to start Trunk Multiball.

Collect all the junk to start Phone-a-Fiend Phone-a-Thon.

Trunk Multiball

This is a 2-ball Multiball. Two Jackpots are lit at random shots, and a hit to any of the Trunk Targets will change the location of the lit Jackpots. Making the targets will also light the left ramp to collect a Super Jackpot and 1 - 3 (a random amount in this range) of a random piece of Junk. This Multiball can be brought into any other mode.

Phone-A-Fiend Phone-A-Thon Multiball

Phone-A-Fiend Phone-A-Thon Multiball is started by collecting at least one of all the Junk in the Trunk.

Hand of Fate & Manos Wheel

The Hand of Fate feature is lit at the left outlane, and is a shout out to the Spider Wheel in Scared Stiff.

The Hand of Fate is lit by completing the right target bank. When triggered by losing the ball down the left outlane, the player is presented with a spinning wheel on the display which they must stop by hitting the lock down bar action button.

The wheel has 6 segments, each containing a different award. The player is awarded the item the wheel is stopped on and the award is replaced with a portion of the image behind the awards. When all awards are collected (and the image is complete), Manos Wheel will start.

No award is collected if the player does not stop the wheel (after 6 seconds) or if the wheel is stopped on an already collected award. Note that the Hand of Fate may be triggered during a multiball, making it tricky to hit the action button to collect the desired award while playing multiball. Hand of Fate can still be collected if a ball save is active.

The awards are:

  • Ball Save (can’t be chosen if Ball Save is already active)
  • Extend Garage Multiball
  • Extend Trunk Multiball
  • 5 Million
  • 2 Million
  • Double Bone-Us (doubles entire bonus, on top of any multipliers!)

The second wheel:

  • Extra Ball
  • Special (credit on factory settings)
  • 5 Million
  • 2 Million
  • Double Bone-Us
  • ? (currently unknown)

The third wheel:

  • 5 Million (two spots on the wheel)
  • 2 Million (two spots on the wheel)
  • Double Bone-Us
  • ?

Manos Wheel will start after all awards have been collected once. A smaller wheel will start spinning on the display, with six slots corresponding to different point values (250k, 500k, 750k, 1M, 2M, 5M). Hitting any of the Hand of Fate targets will both collect the value and add that value to a Jackpot that can be collected at the left outlane. The mode ends when either the Jackpot is collected or the ball drains; however, the mode will still be available to start if you don’t collect anything off of the Manos Wheel before draining.

Wild Market Value

This is a final wizard mode where you get to sell the house for a value built up during the game by hitting the wild market value spot target. Once lit this mode is started at the cellar and starts a 30 second hurry-up to hit the wild market value spot target and sell the house.

These are the requirements to light this mode:

  • Start DIRECTOR’S CUT.
  • Banish Clown deadhead (SUPER HEAD SHOT).
  • Start PHONE-A-FIEND multiball.
  • Start GAPPA ANGRY.
  • Start GAR-GOILS GONE WILD.
  • Start ATTIC ATTACK multiball.
  • Start THEY CAME FROM SPACE.

Extra Balls

Two Extra Balls are available on the current code. These will light at the House Entrance when qualified.

  • Two completed Haunts
  • Two Deadheads killed

End of Ball Bonus

Bonus is determined by:

  • Deadheads (250k per killed Deadhead, held from ball to ball)
  • Haunt Shots (5k per Haunt Shot)
  • Base value (how is this determined?)

x Bonus Multiplier (x Double Bone-Us if applicable)

7 Likes

Wikified for everyone’s editing enjoyment. Thanks for starting this rule sheet.

2 Likes

Bumping this because more people are about to discover the game!

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Galloping Ghost Pinball just got an LE, so I’ll be able to help with this.

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I believe PF multiplier is achieved by completing left 3 and right 3 targets? (24-36-24/trunk targets and Hand of Fate)?

Other awards for Hand of Fate I’ve seen:
5M
2x Bonus

Completing a target bank seems to light an IMDN-style inlane playfield X. Not sure what the exact rules were to get the 4x - perhaps the other target bank?

Was wondering that too, haven’t had time to test though…

Is there a Stern-typical add-a-ball feature on any of the multiballs?
I realize there’s a Garage MB extender, and the left lane outlane ball-save… I’m not referring to either of those.

I don’t believe there is.

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Hi all,

This game has been something I’ve been playing a lot at shorty’s in seattle - the most up to date code as of today.

There is no add a ball for @Snailman - it just isn’t implemented yet. The closest to one is starting a junk in the trunk mb on top of whatever you have.

I believe @Binkley is correct on PF multiplier, but it may also be related to the amount of times that the inlanes are rolled over or where the center freak fryer lights have gotten to. I didn’t look closely at the PF multiplier lighting to know there was a 4x but the 2x has a yellow light and stern likes to correlate their lights - just my logic.

At this stage of the code, the best value is in the 4th house mode (at least for our location) because you start a 4 ball mb.

One last thing that I hope they implement with Junk in the Trunk is super orbits/ramps/slings/pops with correlating junk pieces. It would be nice to see that mb work as an exponential builder. Otherwise, hope the scoring scaling doesn’t get rediculous in the soon to be implemented modes.

3 Likes

Haven’t played this yet. Any good competitive videos or suggestions for a head to head strat?

Make sure you have a chair to sit in between balls — it plays LONG.

Traditional modern pinball strategy: start a mode before Multiball.
And what others have said: priority is getting to the 4th house mode (incredibly lucrative Multiball)

2 Likes

Lock drop target. Drain. Lock drop target. Drain. Repeat until Multiball is lit.

No memeing here, just another game with lock validation issues right now.

I thought that locks were awarded from the saucer BEHIND the drop target. Does the saucer not validate PF either??

The saucer I haven’t confirmed, but if there’s physical locks you get a new ball autoplunged (which resets validation).

2 Likes

Outside of what has already been posted about locks - be aware that all the versions I’ve played needed a bump on the right of the cab to get a slow moving ball to not hit the sling.

My match play strategy would be to be 100% sure that I stack a mode with my MB’s. You can bring a MB into a mode but not the opposite so get the mode started first. MB jackpots aren’t real valuable yet but it helps you get through the mode which is the main goal as…

GET TO MODE 4! The person that does this wins if the other person doesn’t. Points are super lopsided currently towards that mode. It’s easy to get to if you play somewhat safe on balls 1 and 2.

1 Like

Post-OBX Postmortem:

SPINNER VALIDATES PLAYFIELD, YAY

I have been feeling good with a slow burn towards House Party, leveraging some good scoring modes with multiballs and multipliers.

I’ll start off with some “shootaround” mode like The Brain That Wouldn’t Die or The Manster. During that mode, I work on Garage locks and locking a ball in the Trunk. Once those are ready, finish out the rest of the current mode and cash out the Trailer Trash if it’s on the table.

Next, I take Manos with Garage Multiball and work on the Hand of Fate targets. Since I have the Trunk targets done, 2x Playfield is easier to light and I can use the time to burn out Manos/collect Jackpots/work on 4x Playfield. Finish up Manos, cash Trailer Trash again (hopefully in playfield X!), and light Junk in the Trunk Multiball. At the end of Garage, you likely have “partial credit” on the 3 bank which makes the lock easier.

Assuming I have Skeleton Key, I go Santa Claus Conquers the Martians next. Otherwise, Night of the Living Dead. Start Junk and use the ball save time to clear your mode of choice/Hand of Fate for multipliers. If you’re on the right, potshot the left target bank to light Supers. After mode/Trailer Trash again, cash in as many Supers as possible. 2 balls on the left makes this easy; you can backhand the targets.

Go for House Party next, either jamming shots or getting greedy and going for playfield multipliers. Occasionally shoot the house for cumulative Supers!

After that, work on more modes and more multiballs. Throw in a Deadhead or 2 for the EB.

And at any point in a Multiball. Gargoyles Gone Wild is a great objective to go for during ball saves - you can reset the timer for infinite jumping/jiving/wailing.

1 Like

Great rundown. Also wanted to follow up as a result of the .86 update, you can no longer use junk in the trunk as your add a ball (it is a separate multiball) :slight_smile:

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Yeah, I had a creative blur - order of operations do apply. the targets carry over after Multiball, so you can leave yourself 1 away (which is almost as good as stacking, right?)

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I didn’t realize mode selection could be controlled. Is it pops that change them and how do you tell what mode you will get?