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.



  • Left outlane - Standard. It can be lit for Spin by completing the Hand of Fate standup targets.
  • Left inlane - Standard. Can be fed to by the left ramp. Starts “Double Trouble” when it’s insert is lit solid.
  • 36-24-36 targets - A bank of 3 standup targets spelling out a lock combination. Completing all three targets will open up the Trunk to lock a ball and collect a piece of junk. A shot to these targets also locks in the piece of junk that will be collected when a ball is locked in the Trunk.
  • The Trunk - Labeled “Junk in the Trunk”, this acts as one of the ball locks. When the Lock is lit at the left ramp, the top of the Trunk will raise and allow a ball to enter it. You also collect one of four game enhancers here, displayed to the left of the Trunk. Balls that exit the Trunk are kicked out into the pop bumpers. A ball can randomly fall into this shot through a lucky bounce; if this happens, you will instantly lock a ball and collect whatever piece of junk is currently flashing.
  • Left orbit - A standard orbit that loops around the back of the game and feeds either the pop bumpers or the right flipper. A weak shot to this orbit might fall into the Back Door. Counts down towards Drive Me Crazy and is used in that mode. Lights in front of the shot: “Jumpin’ Time”, “Drive Me Crazy”, “Jackpot”, RGB
  • Left ramp - A rather steep ramp that makes a U-turn at the top and feeds the left inlane, or can feed the Trunk if it’s raised. The shot is designed to be made from the right flipper but it can be backhanded. Counts down towards Un-Happy Hour and is used in that mode. Lights in front of the shot: “Trailer Bits”, “Un-Happy Hour”, “Junk in the Trunk”, “Jackpot”, RGB
  • The Garage - To the very left of the house is a virtual ball lock shot with a drop target in front of it. Hit the drop target to qualify the locks, then make the shot to lock balls. The Garage is used to start one of three Multiball modes, in this order: Wild Women, Add-A-Zombie, Attic Attack. An RGB light indicates whether or not the shot is required for a mode.
  • Back Door - This hole located directly behind the Garage feeds the Cellar. At the start of a ball (or immediately after one is locked), plunging directly into this hole will award the Back Door Skill Shot. Check out the amusing sign directly above it.
  • House Entrance - This is a unique ramp / orbit shot that makes the ball go in two different directions through a diverter; either out the left orbit entrance (if unlit), or into the pop bumpers (if a mode is lit there). Lights in front of the shot: “Trailer Trash”, “House Party”, “Extra Ball”, “Jackpot”, RGB
  • The Cellar - A scoop located directly under the house entrance, which can only be shot when the entrance is raised. This shot is used during Haunts and is also where balls that fall into the Back Door are kicked out of. Sends the ball directly to the right flipper.
  • “Wild Market Value” target - A single standup target located directly to the right of the house entrance that can generally only be hit through a lucky bounce. Has an insert that flashes when a hurry-up is available. See Wild Market Value section below for details.
  • “Deep End” lanes - Two rollover lanes located directly above the pop bumpers. A diverter near these lanes can divert balls exiting either orbit into the bumpers. Completing these lanes will increase the bonus multipliers.
  • Pop bumpers - A set of three pop bumpers with colorful inner tubes as covers. Balls locked in the Trunk are sent into this area.
  • Right ramp - This ramp goes behind the Crypt and feeds the right flipper. It might not look like you can backhand it but it is possible and it’s much easier to do than it looks! Lights in front of this shot: “Trailer Bits”, “Un-Happy Hour”, “Jackpot”, RGB
  • Deadhead Family Crypt - A unique, moving target that has three possible “faces”; a set of doors, an entrance that leads to the Crypt Kicker, and a skull head target that you can bash with the ball. Making the entrance will summon one of the Deadheads. Lights in front of this shot: “Super Head Shot”, “Jackpot”, RGB
  • Right orbit - The opposite of the left orbit. All features that apply to that shot also apply here, but there’s a spinner labeled “Beast Booster” in front of the orbit. Lights: “Jumpin’ Time”, “Drive Me Car-Zy” (nice typo!), “Jackpot”, RGB
  • Hand of Fate targets - A bank of three standup targets to the right of the playfield. Hitting them all will qualify “Spin” at the left outlane. Sometimes, a direct shot to these targets will rebound and hit the Garage.
  • Crypt Kicker - A seemingly unaccessible kicker located above the Hand of Fate targets kicks the ball directly towards the 36-24-36 targets. This is where balls that enter the Crypt are ejected from, although there is a short ball save if the ball is sent into the left outlane.
  • Right inlane - Standard. Can be fed to by the right ramp. Starts “Double Trouble” when it’s insert is lit solid.
  • Right outlane - Standard. It can be lit for Return after any Deadhead has been defeated.

Skill Shots

There are two Skill Shots on this game. Both of them are fairly difficult.

  • 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, it will advance the Haunt (spot next mode shot). If the Back Door Skill Shot is made during Gappa Angry, it will award the current Jackpot value, along with one shot’s worth of progress through the mode.


Lyman has truly outdone himself this time, with a ton of unique modes all based on some of the corniest, silliest, and worst horror movies ever made. The characters from these movies 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 and some really good atmosphere, too.

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.

The base value of Haunts increases each time one is successfully completed; during the first Haunt of a game, the lit shots will be worth 500k. This value increments by 100k for each completed Haunt. Each Haunt also has a completion value, which starts at 2 million and increments by 250k for each completed Haunt.

All Haunts are 45 seconds (the timer pauses if the ball enters the bumpers). If you drain during a Haunt, you won’t be able to access it again until you’ve completed all of them.

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) First, escape to the House by shooting the Entrance for the base value; you can increment this two times by shooting both ramps before you enter the House. Then, destroy at least two Ghouls by making any lit shot for the base value again; after making a shot, it will turn off so it can’t be made again. Afterwards, enter the Cellar (or destroy additional Ghouls to increment the base value further) and then shoot the House Entrance to finish the mode.
  • Teenagers from Outer Space: (Left side of house, attic window) 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. After making two shots (+1 for each completed haunt), the right orbit will light: make this shot for the base value (plus some bonus spinner points) and you’ll light the House Entrance to finish the mode. You can increase the value scored by making the Entrance through spinner hits.
  • The Brain That Wouldn’t Die: (Left side of house, garage window #1) Find a body by shooting the white flashing shot (or increment the base value by making any of the other three shots), then shoot the House Entrance for the base value. Make at least two shots to qualify the Cellar; If a shot is made, it will turn off until a different shot is made. After shooting the Celled, make the left ramp and right ramp to collect the completion value for each shot, then make the House Entrance to finish the mode.
  • The Manster: (Left side of house, garage window #2) Shoot the left ramp, Garage, House Entrance, right ramp, and Crypt in any order for the base value + 50k per increment. Afterwards, make at least two of any shot (except for the Garage) to collect the base value for each shot; these shots will turn off until a different shot is made. Finally, make a shot into the Cellar to finish the mode.
  • Manos: The Hands of Fate: (Right side of house, middle floor window) All three shots on the left will be lit for the base value; shoot any one of them to light three shots on the right. Collecting this shot will light all seven shots, with a single solid red colored shot progressing you to the next round. Make two solid red shots to light all the major shots for the base value + 50k per increment (and a good sound effect); these shots will turn off until a different shot is made. After at least two shots, shoot into the Cellar to collect the base value again, and shoot the House Entrance to finish the mode.
  • The Werewolf of Washington: (Right side of house, attic window) Shoot left or right orbit (flashing blue), then shoot follow-up blue shots to “Transform”. Making the blue shots as combos scores more points than they would otherwise; shooting either the Garage or Crypt will end the combo (their lights will be shown in a darker blue color). After three transformations you can shoot the House to finish the mode.

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. Earning new keys will rotate the turret and each turret side represents a different Haunt.

  • Santa Claus Conquers the Martians - Turret Eyeball - First, both orbits are lit for the base value, shoot either to advance. Then the left ramp and the crypt are both lit, shoot either to advance. Next, the garage and right ramp are both lit, shoot either to advance. Now, all shots light green and re-light, collect bonus green shots to turn them red (at least two) and then complete at the house.

  • The Giant Gila Monster: - Turret Spider - (need info)

  • The Satanic Rites of Dracula. - Turret Bat - (need info)

  • Eegah. - Turret Elvira Scream - (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.

Haunt Wizard Modes

On the current code, there are (supposedly?) 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 is now in the code and 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, but only 8 are in the current code.

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!

After every 25 switch hits, the power of the Freak Fryer will increase by 1 level, shown both above the flippers and to the left of the display. Each level of the Freak Fryer awards 1 million + 500k per additional level. 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. Good music and displays for this mode.
  • 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. Check out the display during this mode…
  • 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 that’ll be 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, so go to town on those multipliers!)

(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 - lots more than usual. 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, but at least the custom intro is there…

Junk In The Trunk

Collect "Junk" for awards and multiballs. Complete Trunk Targets (36-24-36) to light the Trunk, then shoot the left Ramp when lit to collect a "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" - needed to access bonus Haunts - 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" - awards a shot in the currently running mode

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. This isn’t in the code yet.

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
  • 2X Bonus (doubles entire bonus, on top of any multipliers!)

(What are the awards for the second and third wheels?)

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 per the code notes:

  • Banish Clown deadhead (SUPER HEAD SHOT).
  • Start PHONE-A-FIEND multiball.
  • Start GAPPA ANGRY.
  • Start ATTIC ATTACK multiball.

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)


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


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.


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:
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.


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)

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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).


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.

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Post-OBX Postmortem:


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.

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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?